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  1. 48 points
    I’ve been thinking about how I would like to see the fans represented in the game and I’ve created another mock screenshot to help me put across the idea. My suggestion involves a new tab on the sidebar which would be dedicated to the supporters. Two notes: 1. In the editor clubs already have values that define their supporters - these attributes are: Loyalty, Patience, Passion, Affluence, Temperament. 2. The database also already includes geographical data that divides a country into regions, with data for cities and towns (such as population and co-ordinates) also available. There are 9 regions in England, for example, such as London, East & West Midlands and the North-East. Hopefully these two things could be used (along with other already-existing data) to provide an interesting outlet for the clubs’ supporters and their hopes, dreams and experiences. So this is the screenshot; it’s the Overview page of my suggested Supporters tab. The top section on this screen is called “Fan Happiness Summary” The first bar is called “Overall Happiness.” This would be a general reflection of things like your achievement versus your expectations, your form, your transfers etc (in that order.) The fan attributes could come into play here, with an attribute like ‘Patience’ helping keep the fans happier for longer, or with an attribute like ‘Temperament’ dictating how they are likely to act when very unhappy (for example booing players who make costly mistakes, or demonstrating against the board.) The second bar is called “Match Atmosphere,” and in my example you can see that it is a special blue colour with the status of “Electric!” Other things you may see here could be descriptions such as “Buoyant,” “Tense,” “Subdued,” etc, depending on your specific situation and form. Of course the fan personality attributes would also affect the likely match atmosphere, particularly with attributes such as “Passion”and “Temperament.” The Match Atmosphere would obviously affect the pressure/motivation/confidence of the players during a match. Big Note!: For the “Match Atmosphere” thing to be as good as possible the match sounds would need to be seriously improved. It would be great to be able to hear and feel a different mood in my own stadium depending on whether things were going good or bad, and to be able to hear the electricity of the crowd in a fierce rival game. The last three bars represent the fans’ current happiness with the Board, Manager and Players, (as mentioned in previous suggestions.) The link at the bottom right goes to the Fan Confidence page. The next section is called “Biggest Rival.” In this situation Arsenal would be considered the biggest rival to Tottenham based on things like having similar reputations and playing in the same league. Next to Arsenal’s badge is the basic information about the rivalry. It’s a Local/Historic rivalry as opposed to a Competitive one, with a Rivalry level of “Intense,” partly due to the sharing of a region (London) and partly due to other factors such as frequency of derbies. The bar in the middle is called “Bragging Rights” and in this example you can see that Arsenal fans have the upper hand at the moment. One of the biggest factors in determining who has the bragging rights is the final result of the most recent derby, but there can be more long term factors at play too. The link in the bottom corner goes to the new “Rivalries” sub-tab which would have a variety of extra information such as a list of rivals, comparative league finishes, comparative trophy hauls, and maybe even some kind of map showing Regional/National/International Rivals. The bottom left section is called “Top Seller” and it relates to merchandise sales. This section would tell you who was currently the most popular shirt-seller and give you a rough breakdown of their popularity in terms of volume and regions. The full-list of shirt sellers could be seen at any time in the “Tickets & Merchandising” sub-tab. Also in the Tickets & Merchandising sub-tab you could see information such as estimated ticket demand, a ranking of merchandising income by country, and maybe even a list of countries in which you have some kind of club shop. The final section is my personal favourite and it is called “Recent Fan Opinions.” In here you would see a digest of 1 or 2 bits of information available in the “Fan Focus” sub-tab, which would be compiled by your Supporter Spokesman. This could be interesting in different ways depending on the size of your club, either getting feedback exclusively from locals or gradually gaining new fans in new territories. I created two fans. Lucy Lucy from Perth in Australia and Lesley Grubbs from Walthamstow. In this example you can see that Lucy Lucy is hoping Spurs come and play a game in Australia, whereas Lesley Grubbs is reminiscing about the good old days. Fans would be randomly generated and the towns and cities in the database could be used here - for instance Lesley is obviously quite local to Tottenham. You may notice Lesley has a lock icon next to his head. This is because I am imagining that I have locked him so that he will remain a choice even once the random fans have been regenerated, allowing me to follow his experiences specifically. There would be a few other pieces of information, such as the year they began supporting the club, the last match they attended, and their favourite player, in the “Fan Focus” sub-tab. It could also be fun to run a competition whereby the winners get to be immortalised in the game as a randomly generated fan! Thanks for reading!
  2. 39 points
    hey all please stop asking every second day questions like 'are you going to do next this and that / is this going to be finished today etc.' ... please understand that claassen is doing all that in his free time, nobody is paying him for it ... it is just not respectful putting him constantly under pressure with this stupid questions! sorry it had to be said, it is just annoying to read in this theard always this spaming questions. be patient and / or contribute by yourself to the community.
  3. 29 points
    The System Now that I’ve covered the basics, it’s time to explore the practical side of things and how to implement our ideas into the game. So this is the shape with the roles and duties I’m using; It’s really just a standard deep 4-2-3-1 formation but now I’m going to explain how all the roles link together and work to create the overall style I’m creating. I’ll also go into detail about why I chose a specific option over the others available to give you a real insight into how it should work.This will happen in the analysis section of the article. I probably should also point out that the roles might not be set in stone and can change depending on what I see happening in the analysis parts. The tactic so far hasn’t been used and is just the base I’ll start with before making any changes. But below I want to focus briefly on why I choose these settings and explain how I believe it’ll function, before comparing whether my ideas on paper are being translated into the game properly. Then at a later stage in the article some of this might change but then again it might not when we start the actual analysis. At the minute everything is still is the idea stages. Either way I’ll document any changes and discuss why in the analysis parts should I have to make any. Mentality Mentality is probably the biggest factor for me when creating a tactic, it’s the most important part of the puzzle. A lot of people want to create a style of play, let’s say for example they want to play attacking football. Automatically people think that the attacking strategy is the best one and will give them everything they need. But this isn’t entirely true as I’ve pointed out before with some of the other articles I did. You can be just as attacking on a lower mentality scale than you can on a higher one. Due to the shape being top heavy I’m not a fan of playing on a higher mentality. I’m not saying higher mentalities don’t work but for me, my personal preference is to create a base formation that works in majority of scenarios I’m likely to face. That way they need less micromanaging and less changes during a game. If I was to use a more attacking mentality then I’m pretty certain I’d end up making changes more frequently in game compared to what I will using a standard one. Especially if faced with sides who sit deep. I’ll still have to make changes at times and in certain circumstances I might need a higher mentality, although based on the roles I’m using maybe not. Either way, I feel I can create all the space and movement needed on a standard setting. In the analysis sections a little later on you might be surprised to see the actual differences and benefits I get from playing on standard compared to control or attacking mentality. Team Shape This is another tricky one that people like to spend hours agonising over and giving it a greater influence than really needs to be. I’m not saying it isn’t important because it can be but I don’t believe it to be as important as is made out. It’s just one piece of the puzzle not the entire puzzle. For me team shape comes down to two things; The more structured you go the less compact you’ll be. The more fluid you go the more compact you’ll be. All the base roles you use will get slightly more creative freedom than normal if you use a fluid team shape compared to a more structured one. It can be slightly more complicated than that but for most parts I like to keep it in simple basic form rather than complicating something that doesn’t require it being complicated. If you’re unsure on what to select then always go with flexible as you can’t go wrong, flexible is basically the neutral setting you see. I like to use flexible a lot unless I want to create a specific style of play that requires players to be closer together then I’d use a more fluid approach. There are lots of articles that already cover team shape in great detail though so I’d have a quick look for them if you want to learn the inner workings of the setting. But I honestly believe it’s not needed. A little further in the article you’ll see why flexible is the best base for me and how it works compared to a more structured or fluid shape. Team Instructions These are used to refine and create the style I’m going for which is, to create a build from the back strategy that is focused on being a bit aggressive when we don’t have the ball, but not overly aggressive. It’s important that I build out from the back because I’m using two defensive midfielders, so moving the ball forward quickly by the keeper wouldn’t really benefit me as those deeper players wouldn’t be involved. That’s why we play out from the back. Player Roles and Duties In the whole of the tactic making process, the roles and duties you used are what will make you function a certain way. These are what determine what you’ll do during a game, all the other settings are just things that alter the behaviour slightly. But ultimately any style you want to create must use roles and duties that allow so. Gk – His job is to save shots and distribute the ball of the defenders. Simple I know, but that’s basically it. Right Wing Back – In defence he’s expected to pick up the oppositions wide players and hopefully reduce the amount of crosses we see the opposition doing. In attack he is expected to provide support and overlaps for the winger on the same side. He is also expected to get to the byline at times and provide with. Left Wing Back – Almost identical to above but due to the support duty will be more of a deeper option when attacking and either create stuff deeper or be a late option getting into the final third areas. I wanted to create variety and because I have one on an attack duty already then I wanted to create a staggered effect and have someone who does all the same things but from a deeper area of the pitch. In defensive situations he should provide everything the right sided player does. Central Defenders – Pretty simple really, just mark strikers, attacking midfielders, reduce shots we are likely to have against us. Win tackles and be strong in the air. In attacking situations they should look to distribute the ball to the wide players or the defensive midfielders. Nothing too fancy, just basic run of the mill stuff. Defensive Midfielder – If any role changes I can see it being this one. I’m not sure if an anchorman would be better here or if that would make me too deep at times. It’s something I’ll find out during the analysis I guess. However the main idea is that the defensive midfielder will provide a screen for the central defenders and look to win the ball back and cut off passing lane for the opposition. When attacking I don’t expect him to offer much at all apart from being a deep passing option and maybe someone who recycles possession naturally rather than making him a playmaker and trying to force it. His only real responsibility is to provide cover. Segundo Volante – Without a doubt this is my favourite role on Football Manager ever. I expect him to act like a normal defensive midfielder when not in possession. But when we are in possession this is where he should shine because he is the heartbeat of the side. I want him to bring the ball forward and be the complete midfielder than I need. I also expect him to get his fair share of goals and assists. The whole build from the back approach relies on him and the wingbacks bringing the ball forward. While also providing running from deep and offering support to the advanced players Winger – Defensively he should track back and try and cut out overlaps from the opposition or stop them from creating a 2v1 situation against my wingback. In attack he is expected to link up with the wingback and allow him to overlap naturally. He is also to provide crosses from deep and the byline into the box. On top of this he is the main player along with the wingbacks to create width. Attacking Midfielder – I want him to pressure the defence and midfielders when we don’t have possession and along with the striker, defend from the front. On the attacking side of things his main responsibilities will be passing, supporting the striker and making later runs into the box. I didn’t want a playmaker here as I want all play to feel natural and not forced, which using a playmaker does at times. It makes things seem forced but I didn’t want him to attract the ball more than he has to, as that would take away from the winger and inside forward’s game. Inside Forward – I don’t expect him to do much defensively because he is too high up the pitch and I want him to be the main source of goals. This means the position he will take up makes it harder for him to fall back to the defensive position you would expect him to take up. When we attack I want him to drift inside and get into space and gaps created by the attacking midfielder, striker and possible segundo volante too. I also expect those three players to pass to him frequently so he can score those goals I want him to score. How this role functions and is utlised is heavily based on how the players around him perform. Supply is the most important thing here. Deep-lying Forward – While he should score goals for me, that is only his secondary job. His main responsibility is to occupy the opposition’s defenders and creating space by pulling them out of position. This will hopefully create space that will be used by the movement created from the attacking midfielders behaviour and the inside forward.. Those are the two players who should be looking to move into any space created by the forward. He should also be a passing outlet too and the one who makes things happen in the final third. So that is how I imagine it will all play out, whether it does or not though is something different entirely. That is why in the next section we will start with the analysis.
  4. 28 points
    Basic Principles (Disclaimer - there are many ways of achieving possession, these principles are just some of those ways). (I'll also add I won't be showing the complete base tactical system for a while as I want to discuss principles, so if that's what you are after I'm afraid you're in for a bit of a wait). 1) Pressing "You win the ball back when there are thirty metres to their goal not eighty." (+1 internet if you know the quote). 66% possession against Southampton (see above). Take a quick look at the first and third goals from that match (below). Pay close attention to the West Ham players, especially before the first goal. Southampton have a little bit of possession (good for them) but watch how the West Ham players quickly and constantly close down the ball carriers both in Southampton's half and around the half way line. The ball is eventually forced back to their 'keeper who clears it long and the rest is history. The third goal is also of interest as the 'keeper is forced into an error. There is a combination of factors at work here and it's this combination which is important. (Note the stress on that word "combination". The whole is only as strong as it's constituent parts and those constituent parts should combine well together if you want to maximise the desired effect). So this is a combination of Mentality, Team and Player Instructions and the players themselves. (You could optionally use opposition instructions as well, however this is something I never use as I like to use the Tactic Creator to lay my ground rules, rather than layer on something additional which could override those rules. And I'm lazy so cba before each match ). Mentality - sets the base line for the amount of risk I want my players to take. Too much risk and I could leave myself exposed. Too little and I may not be aggressive enough with my Pressing. I want my front 5 pressing like demons, but the last thing I want - at least in this particular set up - is my central defence doing the same. Mentality comes into other aspects (discussed later - yet more combinations) so as a starting point I'm going with a neutral middle fadiddle. This can easily be adjusted during a match if needed. Team/Player Instructions - if I'm going to win the ball back nearer to their goal than my own, I need my players to engage accordingly. This is where FM19 comes into it's own with the new Line of Engagement instruction, so up it goes. But when my players are at that Line of Engagement they need to know how to behave (ie., with a high intensity press). I could use the Team Instruction to adjust pressing intensity, but I'd run into the same issue as described above. So I target my front 5 with specific pressing instructions and leave my defenders alone. I could use the TI and then tell my defence to press less, but that's just over complicating things. The Transition - Lets think about the combination of factors logically for a moment. I want to win the ball back high up the pitch. And I want those players positioned high up the pitch to press the opposition. So do I a) tell them when they lose the ball to "immediately get back into their defensive shape"; b) don't tell them anything; or c) tell them when they lose the ball to "immediately apply pressure"? Anyone who chooses a) or b) should phone a friend before giving their final answer. Things work best when they work together, not fighting each other. The Players - telling the players to do something is one thing. Them having the ability to actually carry out those instructions in the manner you want is something else entirely. Any player can play any role, they just play it differently due to their Attributes and Traits. So here, I am telling them to engage the opposition early and pressurise the ball carrier like there's no tomorrow. So would weak willed, lazy ass players who'll tire quickly help? Or would players with backbone, work ethic and the physical ability to sustain that* be better? West Ham have their fair share of players more towards the latter description. *Note - sustaining a high intensity press for 90 minutes in this system isn't actually necessary. We do a lot of defending (and attacking!) with the ball and if we have the ball there is no need to press the opposition. Just on those rare occasions we decide to let them have it for a bit . It's this combination of all the component parts which is important here. It can still work if one or more parts are weak (or missing) but it may not be quite as effective as when everything is working in harmony together. And that's going to be a common theme throughout this thread.
  5. 26 points
    This is taken from my blog https://teaandbusquets.com/blog/ On this years Football Manager 2018, Sports Interactive have introduced some new exotic roles for us all to use. Some of these roles you might have heard the names mentioned before, especially if you’re into the tactical side of thing. The new roles are; CM – Mezzala (Support & Attack Duties) MR/ML – Inverted Winger (Support & Attack Duties) DMCL/R – Segundo Volante (Support & Attack Duties) CM – Carrilero (Support Duty) If you are familiar with the name of these roles and have an idea of what they might be in real world football, then it’s probably wise to not attach the same meanings to what the roles are in Football Manager. The reason for this being they translate differently and have different meanings based on what country you might be from. Or the definition changes depending which footballing circles you follow, even the top football writers have different definitions for them. Not only that but some of the roles are ‘older’ type roles and have changed over the years. Either way, the naming of these roles is likely to cause a split amongst Football Managers, that’s why it’s best to put that issue to the side and focus on what the roles actually entail which we will focus on slightly further down the article. Try and focus on the description of the role rather than the name. As the descriptions this year for the new roles make it clear what the basics of the role is and what it’s supposed to do. Two of the new roles, the Carrilero and Mezzala have hardcoded special behaviours in the match engine, which will see them play slightly wider than the other central midfielder roles available in the game. If you want to use a Carrilero or Mezzala in your tactics then it’s important to remember that the roles can only be used from the outer midfield (MCL/R) positions if you use three or more central midfielders. For example if you played a flat 4-4-2 then you can have both midfielders as a Carrilero or Mezzala. However if you used a 3-5-2 then the central midfielder wouldn’t have either of these roles available but the outer two central midfielders would. It sounds more confusing than it really is but the above should explain why you might not be able to see the role initially. Another role that has restrictions is the Segundo Volante which is not available from the traditional defensive midfielder (DMC) slot. To use this role you have to have them offset in the DMCL/R positions for it to be available because traditionally the role is never really used without another defensive midfielder by its side. Often it’s either an anchorman type role that accompanies it or a second Segundo Volante. On top of those, we also see two other roles that were in previous games, have a slightly change to them. AML & AMR – Trequartista (Attack) RB/LB or RWB /LWB – Inverted Wing Back (Defend, Support, Attack & Automatic) The Trequartista can now be used from not only the attacking midfield (AMC) position, but also from attacking midfield right and left positions. We can also now use the inverted wingback from the fullback position and the wingback positions. Both of the above roles still function the same way as before, it’s just now we have more positions to choose the role from. Mezzala The Mezzala is unique because it’s the only central midfielder role that actively seeks to move into the half space due to hardcoded behaviour. Similar to a Box-To-Box Midfielder but with less defensive responsibility, the Mezzala gets into attacking positions that an Inside Forward would usually be found in. He is a cross between an inside forward and a box to box midfielder, a player who uses flair, guile and ball skills to unlock defences while operating in the half spaces between the attackers and midfielders. While he serves to offer support to the defensive phase this is limited to being a passing outlet rather than a more physical presence that protects them. When Antonio Conte was the Italian national team manager he would use Emanuele Giaccherini, who was a functional player, a player that would drift out wide but wasn’t a left wing back, (that was Darmian’s role) in the Mezzala role. Giaccherini is a consistent, energetic, quick, hard-working, and versatile player. He is capable of aiding his team defensively, but also offensively, due to his ability to make attacking runs,contributing with goals, and assists, due to his reliable distribution. A technically gifted player, he was initially deployed as a winger on either flank early in his career, due to his dribbling ability, agility, acceleration, and balance, which aid him in beating players in one on one situations. He is capable of playing anywhere in midfield, however, and has more recently been deployed as a central midfielder(Mezzala), as a wing-back, or as an attacking midfielder. In Game Description This is the modern interpretation of the Mezzala, a central player that likes to drift wide and operate in half-spaces. The Mezzala is essentially a central/half winger, who likes to do his defending slightly further up the field, although he does generally have less defensive responsibility. With a Support duty, the Mezzala will seek to balance his responsibilities between more traditional midfield work and the inclination to contribute in the attacking third. With an Attack duty, the Mezzala will often leave his midfield responsibilities to his team-mates whilst mainly looking to make attacking contributions in the final third. System that suit this role are (not limited to, this is just to give you a general idea) ones that have a high press and press from the front. The Mezzala excels at engaging players in the final third to put pressure on the opposition’s defenders. It also suits systems that use a central midfield trio and needs someone to be a bit more adventurous and gungho (on an attack duty). It can even work in a two-man midfield too with the right balance or cover for how he could potentially leave you exposed at times. Inverted Wingers This role is self explanatory and most of you will already know what it involves. In Game Description The Inverted Winger aims to beat his man out wide before cutting into the attacking third to open up space for overlapping full-backs and to subsequently overload retreating defenders. The Inverted Winger works best when the player’s strongest foot is opposite to the side of the pitch he’s playing on With a Support Duty, the Inverted Winger will cut diagonally across the defence to play the ball through the middle while overloading defenders and defensive midfielders ahead of the penalty area. With an Attack Duty, the Inverted Winger will run directly at the defence with the options of shooting, passing or crossing as he moves into the attacking third. Carrilero When Ramires was at Chelsea and Benfica he would often be one of the players who fulfilled this role in a diamond midfield. He was a very disciplined player but would run into the group for the team, filling spaces and gaps between the lines. It will require players who are hard working because the role is a workmanlike one, which requires the player to be very disciplined and tactically aware. The role will provide support in the wide areas in narrow formations. In Game Description The Carrilero – or “Shuttler” – is a supporting role more often than not utilised as part of a midfield three, or as two central midfielders in a diamond midfield. It is the job of these shuttlers to cover lateral areas of the pitch and link the defensive midfield area with the attacking midfield area. This is what separates the Carrileros from a Box-To-Box Midfielder, as they are not expected to shuttle between boxes, but merely between lines of the midfield. The role is that of a runner but also a water carrier for the team, should the team need it. One of the main benefits of the Carrilero role is of that in narrow formations. The role offers a little width to these kind of formations as well as protecting or providing cover to the wide areas. This doesn’t mean they’ll always cover the wide areas though as it will hinder on the other roles and duties you’ve used in the tactic. The Carrilero will still have to cover central areas while offering cover to the wide areas, so be sensible when using the role and realistic about how demanding you are. If you expect him to be superman and fill two roles simultaneously without having the correct balance elsewhere to allow for this, then you could have major issues. Segundo Volante Out of all the midfield roles we have available currently on the game, the Segundo Volante is probably the most complete role of them all. It’s a demanding role and takes a certain type of player to pull it off. The player must have the attributes similar to those of the Box to Box midfielder for attacking situations. Then when the ball is lost he needs the attributes that you’d expect to find in a Defensive Midfielder, hence why I class it as a complete midfielder role.In recent years players such as Ramires, Paulinho, Hernanes and Elias all played this role while still playing in the Brazilian leagues. A more recent European player you might be familiar with, playing this role, would be Bastian Schweinsteiger. In Game Description The ‘Segundo Volante’ is different from the Deep Lying Playmaker in that their role is primarily a defensive one, and is also different from the Ball Winning Midfielder, in that they often run with the ball, or arrive with a late run, into the opposition area in much the same way a Box-to-Box Central Midfielder does. It’s a common role for those familiar with Brazilian football and team often field two of them or pair them with an anchorman. With a support duty, the Segundo Volante will look to support the attack whilst picking and choosing his opportunities to arrive late in the opposition’s penalty area. With an attack duty, the Segundo Volante will get further forward and frequently look to arrive late in the opposition’s penalty area as well as attempting more shots on goal. You’d expect a Segundo Volante to help start and support attacks, while also chipping in with assists and scoring too. The role suits systems where you might lack central midfielders like in a deep 4-2-3-1. The player would play like a central midfielder in possession of the ball but should act like a defensive midfielder when out of possession. It’s worth noting that if you use this role on an attack duty the player might seems ‘reckless’ in a positional sense because he will be going very high into the final third of the pitch and taking up those kind of positions. So if you lose the ball, you could find him struggling to regain his natural position.
  6. 24 points
    So this is the big announcement, that Miles announcement two weeks ago... that was a waste of time. Don’t get me wrong, but to get announcement of an announcement of things we already know is a bit of disappointing and I was expecting more. Not even a proper date was announced. Next time will be what?, coming this fall!!!!!!! I’m sorry if I find this reply a bit arrogant, but i’m sick and tired of this pointless announcement that gives us nothing about the game. O don’t really expect something revolutionary or extraordinary, but gives us something more substantial. A simply we revamping press conferences is more entertaining than this. Sorry for the long rant. PS: I welcome the new release of FM20.
  7. 23 points
    I was reading the excellent book Thirty-One Nil, and this quote by Edson Taveres, the former Haiti National Team coach caught my eye: "I have never seen a country with so many talents like here. Players of 14 years old here, if you put them in Manchester United and Barcelona, they would be a great player. The problem is to be a great player you need to have good food, a good environment, good training, good doctors. So here there is nothing." It got me thinking that Taveres might well have a point. Talent can be found everywhere, but without the infrastructure in place to nurture it, that talent will never be realised. I began to think about it in FM terms. In FM, there is certain infrastructure that you can change. Through building up a club in a nation, you can improve the training facilities, the youth facilities, the level of junior coaching, and the reputation of football in the country (all things that have an impact on the quality of youth player coming through your club). However, certain things are hardcoded, and thus cannot be changed throughout a game. These include: Nation Youth Level Game Importance How Developed the Country is (Developed, Developing or a Third World State) The Economic Factor FA Economic Power I wondered how these hardcoded elements played into the level of quality that a youth intake in a certain country would see. Just how important are each of these factors in determining the quality of players that come through a nation? I decided to run a little experiment to put it to the test. I've got an affinity to San Marino, so I decided to run the tests in the Sammarinese League structure made by the excellent @claassen. This also meant that the players would be coming from a country with a small population, so we'd also be able to check whether population was a major hindrance on the quality of player coming through. Just like in any science lesson, we needed a 'control' set to be able to compare our results to. To set up the control, here's what I did: All 15 clubs in the country were given a reputation of 2000/10000 Every club was given 10 for Training and Youth Facilities, Youth Recruitment, Junior Coaching, and Corporate Facilities San Marino's Nation Youth Rating was set to 80/200 San Marino was listed as a Third World State They were given a 1/20 for Economic Factor and FA Financial Power I took control of all 15 clubs, and decided to run 50 simulations of youth intake day. 15 clubs * 16 players * 50 simulations = 12,000 players per test. Is this enough to draw any foolproof conclusions? Absolutely not. However, it should be enough to showcase any obvious trends. In the end, I tested 5 different scenarios. They were: The control test Bumped the Economic Factor and the FA Financial Power up to 20/20 Set San Marino to be a 'Developed State' Set the Youth Rating to 163/200 - as this is the highest youth rating in the database (Brazil) it made sense to choose this, rather than a 200/200 Set the Game Importance to 'Very Important'. Everything else in each test remained the same as the control test - it was important to only change the variables that we were testing for so we could prove a correlation. Each scenario was ran for 50 simulations, meaning 12,000 players in each test. I decided to track how many times a player with a PA over 120 was generated, as 120 is - to me, at least - the very baseline for a player to become a full international for a decent country. As an example of what I was tracking, here's a barchart for the control test's findings: Barcharts are nice, but to show how each scenario performed in relation to each other, I made this graph instead: And, wow! I knew that Youth Rating would have a major impact on the PA of players coming through, but I didn't expect it to be so conclusively the most important hardcoded factor. In all the tests, we had a similar number of 120-129 PA players, but every single scenario in which the Youth Rating was 80 failed to produce a single player with a PA of 170+ (which we could consider a 'star' player) - except for one solitary player when the Game Importance was set to 'Very Important'. However, looking at the general trend of the Very Important Game Importance, there is no real discernible difference to the other scenarios, and so we can likely chalk this up to a fluke occurrence. What does this all mean? Well, I'm not going to say anything has been decisively proven, because there are a myriad of factors that go into the quality of player produced by a nation. Instead, I think that it's safe to say that, out of all the hardcoded factors, the Nation Youth Rating is the major factor when it comes to determining the quality of player that is produced by a nation. Note - this is not the same as saying Nation Youth Rating is the most important factor entirely! Edson Taveres' argument makes sense - without the infrastructure to develop the players, their quality is irrelevant. Things such as Training and Youth Facilities, Junior Coaching, Youth Recruitment, and Club and Nation Reputation will have a huge impact on the quality of player coming through your club. However... A very popular type of save over on the FM Career Updates forum has been a 'Youth Only' challenge, in which the player picks a smaller, more obscure nation, and tries to win the Champions League and have international success with players produced purely through your academy. San Marino and Gibraltar are two of the more popular nations to try this challenge in, but are (unsurprisingly) extremely difficult. I wanted to know of some smaller nations that somebody could try this challenge with, but a nation that had the potential to lend itself to great success. Now that we know that Nation Youth Rating is really the only factor likely to make a monumental difference, what would be a good country to choose and try to carry out a 'road to glory' style save with? Let's take a look continent by continent, starting with the only two continents to ever produce a World Cup Winner.... Europe: San Marino and Gibraltar are two of the more popular destinations, but with the two lowest Youth Ratings in the continent are only recommended for the extremely hardcore! Turkey are surprisingly high on the list, with a Youth Rating at 124/200 - ahead of Holland and England! Serbia have a Youth Rating of 100, and have a history of producing some very talented players. Croatia are just behind at 98 - maybe you want to see if you can go one better than they did in 2018? To be honest, there aren't many European nations who aren't suited to this kind of save. Every country would have the potential to make a splash on the international scene if managed correctly - even San Marino, as demonstrated here by @Makoto Nakamura: South America: Venezuela has to be the choice here. The only South American nation to never qualify for a World Cup, it's a country in turmoil right now. They could really do with a successful football team to unite the country and find something to celebrate. North America: Honduras, Costa Rica, Jamaica, Guatemala, Trinidad and Tobago, Canada and Cuba are the nations with the highest potential behind the 'big two' of America and Mexico. However, there's talent in El Salvador and Haiti, two countries that are maybe slightly less developed away from football. Oceania: Almost certainly the weakest continent in football, anybody who could take an Oceanian team to international glory would go down in history. New Zealand are the strongest team in the continent, but the Solomon Islands and Tahiti aren't too bad, either. Africa: When Taveres spoke about the talent not having the infrastructure to develop, he almost certainly could have had Africa in mind. Egypt, Nigeria, Ivory Coast, Algeria and DR Congo all have a Youth Rating of over 100. Sudan are probably the most surprising country high on the list, with a Youth Rating of 74. If anybody was interested in taking an African team to international glory, there's an absolute plethora of choices. You just need to sort out the infrastructure Asia: Not a country known for prominence in football, there's nonetheless a lot of talent here. Japan and South Korea unsurprisingly lead the way, but what is surprising is that Jordan, Iraq and Iran are all only just behind them. India and Bahrain are also high up, and who could resist the chance to take Syria to World Cup glory? The point of this post was first to share my findings from the 'experiment', but also to give an indication of which nations could become real international forces in FM with some development (or an excellent place to scout for players...). If anybody is interested in seeing the full list of every country on FM with their hardcoded features (including Youth Rating), I've included the spreadsheet I created as a file on this post. I'd seriously recommend a save where you try and take one of the countries on the list to international glory - it's a lot of fun! And if you are tempted by such a save, it's worth checking out the FM Career Updates forum, where people often try similar saves. Copy of FM Youth Ratings(2415).xlsx
  8. 23 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.
  9. 23 points
    I know that no one cares but I am officially done with this edition. I made the mistake of buying first and skipped the demo, should have known better. Without any exaggeration, this really is the worst ME ever. Everything has been said and analyzed already so no point for repeating the same all over again. I knew we were in trouble when Neil Brock said they had tried over sixty versions of this ME. It would be naive to think that 64th or 65th version would suddenly nail it. What shocks me is that according to an SI staff member, this is allegedly the best ME ever. Now I am going to grab a beer and watch real football with real passing and hopefully some beautiful goals, bring it on Liverpool and Napoli. After playing another 5 games with this ME I really need to be reminded that football can be entertaining.
  10. 21 points
    Personally speaking from what i have gathered from the headline features and the smaller reveals thus far, i am impressed for several reasons. Firstly SI are using the FM community of creators at large to publicise these reveals, this is a good sign and bodes well for the future. I haven't seen something like this by any developer in a long time. Initially i was disappointed by Stadia, not because i think its useless, but because in my country its not available. I can see its benefits especially when one considers the fact that i have a 100' screen just itching to play FM at home without a PC. So eyes with envy made me rage. Regardless of what others might think of Stadia, its the future of gaming and streaming. FM19 was a big step forward, what it lacked is being made up with by a host of QOL changes that I am looking forward to. Code of Conduct for one, managing player development via these pathways, being able to manage their expectations in ways that felt limited in FM19. Playing time pathways could make hoarding of high potential players an issue for clubs which is nice, it also opens up the potential along with Club Vision for better youth development in the long run. This has long been one of my hopes for the game. While it may not happen immediately, the building blocks are there which bodes well for the future. There are plenty of smaller reveals like player statuses, the new role which definitely leads me to believe changes are coming for the match engine. Frankly they make changes to the code each year. I see QOL changes everywhere, while it may not be exciting for some, for a person who averages 3k hours per season, anything that adds to QOL improvement is an added bonus. It's too early to venture a guess about the match engine, but the lads are not the sort to be happy with any version of engine they release. They are continuously looking to improve and upgrade it and are willing to listen to people who make reasoned arguments for why certain elements of the game should be improved. Case in point the sheer number of blocked crosses for some people in FM19 and the lack of final third movement. I doubt the game will make everyone happy, I for one have already ordered my game, because the QOL improvements alone suggest that they are taking FM19 and enhancing the quality of my experience playing the game. And if i can play both narrow and wide systems in FM20 equally as well, then I am not going to regret it.
  11. 21 points
    Welcome to - what I should imagine is - my last tactical thread before Football Manager 2018. So far, I have enjoyed looking at some of the most exciting and interesting teams in football history and looking at how we can implement their playing styles in the Football Manager Tactics Creator and see it played out in the match engine. As always - if you have yet to read along so far - I would recommend you start here as I will not spend too much time explaining already-discussed concepts. Johan Cruyff's 3-4-3 Diamond Arrigo Sacchi's 4-4-2 Arsene Wenger's Invincibles Brazil's Jogo Bonito style Cult Heroes: Wales at Euro 2016 Pep's Barcelona In addition to tactical re-creations we have also looked at some more general real-world tactical theories or Tactics Creator concepts. What is Team Shape? Grassroots Tactics: Simplicity Playing Style, Structure & a modern 4-1-4-1 Universality in Football Manager 2015 (Very Fluid) Remember when I promised that Pep's Guardiola was my last system based on the Very Fluid shape? I am sorry.. Before you think, "here we go again" and your eyes glaze over, this discussion is going to follow a new approach aimed at making the Tactics Creator cleaner, simpler and more rational when implementing your tactical ideas. Resources on Marcelo Bielsa My most common gripe about tactical content, certainly applies to Marcelo Bielsa. There is an awful lot written, but not a lot actually said. There is a lot written about his erratic character - obsessive, genius and nicknamed "El Loco" - or his "disciples", but not much actual tactical content. Please feel free to recommend additional resources, and I am happy to share. Zonal Marking - Bielsa's Chile, the most tactically exciting side (at the 2010 World Cup) Zonal Marking - Marcelo Bielsa set to thrive at Bilbao Zonal Marking - Manchester United 2 - 3 Althetic Bilbao: United unable to deal with Bilbao pressing Analysis of Tactics of Athletic Bilbao by Peter Chulkov Scout Report: Olympic de Marseille 2014/15 by Branko Nikovski Tactical Theory Before we look at the characteristics of Marcelo Bielsa's tactics in more detail, let's introduce a new format which should make it easier to relate real-world football to the Tactics Creator and on to the Match Engine. Football can be broken down into 4-phases: Defence Transition from Defence to Attack (aka. Build-up) Attack Transition from Attack to Defence Now, let's think about Marcelo Bielsa's approach to each of these phases: Defence Famously intense pressing and high defensive line As a general rule, Bielsa maintains a one-man advantage over the opposition striker(s). -> Preferring a 3-man defence when facing a 2-man attack. -> And choosing a 4-man defence against a 3-man attack with a lone centre forward. The rest of team press man-to-man against the entire opposition team. Transition from Defence to Attack Fast attacking transitions Verticality or - for those not a fan of tactical jargon - passing the ball forwards. Build-up play through Defenders comfortable on the ball. Regular use of midfielders in defence, aiding build-play. Attack Attacking unit has been described as an "enganche y tres puntas" which means playmaker and 3-forwards. Bielsa was one of the pioneers of Inverted Wingbacks, essentially acting as auxiliary midfielders in-possession. Stretching the opposition defence using width from either wingers or wingbacks. Runners from deep position support attacks and overload opposition defenders. Transition from Attack to Defence Typically employs 1-2 holding midfielders, protecting the defence from opposition counter-attacks. Bielsa is famous for his 'loco' approach to the game and his 3-3-1-3 formation, but also uses 4-3-3 and 4-2-3-1 as illustrated thanks to the tactical diagrams from Zonal Marking and Konzeptfußballberlin.de. In Football Manager 2017 Step 1: Team Mentality Team Mentality is - in my opinion - the single most influential component of the Tactics Creator, determining: Base individual mentalities across the team Base levels for: Defensive Line Closing Down Tempo Time Wasting Width Passing Directness (to a smaller extent) Quite simply no other instruction influences - anywhere near - as many aspects of a team's play. In order to simplify our decision, we can group these aspects into 3-core factors which relate to the phases of play outlines earlier. Base individual mentalities across the team => our overall, collective strategy Defensive Line and Closing Down => Defensive strategy Tempo, Width, Time Wasting and Passing Directness => Transition from Defence to Attack / Build-up strategy Later on, we will assign individual Player Duties and use Team Instructions tailor each of these to our exact requirements. Let's apply this theory to the characteristics of Bielsa's play, outlined above. What is our overall, collective strategy? Bielsa advocates pro-active, high-intensity (Spoiler Alert! ) attacking football. What is our defensive strategy? Intense pressing and a high defensive line. What is our build-up / attacking-transition strategy? Fast-attacking transitions, verticality etc. Team Mentality: Attacking Step 2: Formation Re-visiting the quote on formations from Jonathan Wilson: The application of this is that we use formations which facilitate our overall strategy: Facilitates intense pressing, positioning players across the entire pitch. Facilitates quick-attacking transitions, allowing players to quickly get into attacking positions. Given Marcelo Bielsa's flexibility in his approach to structuring his teams, we need to employ a 3-3-1-3, a 4-3-3 and a 4-2-3-1. We will come on to Player Roles and Duties later on. How do these formations facilitate our strategy? High-intensity pressing: Wide 3-man attack means we can effectively press opponents in their own third. We have different midfield options depending on our opponents set-up. Option of either a 3 or 4-man defence, allowing us to maintain a 1-man advantage against our opponents attack. Quick attacking transitions: We have 3 or 4 players in attacking positions ready to attack quickly when we turn over possession. Note: The only aspect which requires any basic knowledge of the Match Engine is positioning the positioning of the Wingbacks in the 4-3-3 due to the issue with a Half-Back playing with a 4-man defence. Step 3: Core Team Instructions Having determined our Team Mentality and Formation we can use Team Instructions to tailor our game plan, exactly as we would like it. The Team Instruction screen throws a lot of information at you. It helps me to divide it down into 3-areas: Core Team Instructions => Instructions relating to our Team Mentality: Defensive Line Closing Down Tempo Time Wasting Width Passing Directness Team Shape (covered later) Auxiliary Team Instructions: All remaining instructions. In the instance of Bielsa, we can use these core Instructions to: Optimise intense-pressing Higher defensive line Close down more Match passing directness to suit attacking-transitions More direct passing => has the side-effect of a minor increase in tempo and width. Step 4: Team Shape Team Shape is the final element of our collective strategy, and determines: How individual players prioritise Team Mentality vs Individual Duty. Collective level of Creative Freedom across the team. Individual Mentality Individual mentality is determined by 3 primary factors: Team Mentality determines a base Mentality level, according to the collective team strategy. Player Duty determines whether an individual is responsible for attacking, defending or supporting in relation to the collective mentality. Team Shape determines to what extent the individual focuses on the Team Mentality vs. their individual Duty. Given that we have already chosen an Attacking team mentality, we can see that a Flexible - instructs individual players to balance Team Mentality and individual Duty equally - team shape gives us the following Mentality distribution: Defend: Balancing a Defensive duty with an Attacking team mentality gives us a Neutral balance between attacking and defensive tendencies. Interestingly, the Attacking mentality description does hint towards this but is very easily overlooked: Support: A Supporting duty balanced with an Attacking mentality gives us a 70-30 preference towards attack. In a Standard mentality system, this level of individual mentality would be considered attacking. Attack: Attacking duty in an Attacking team mentality = all out attack. More than 80-20 in preference of attacking. Team Shape allows us to alter the balance between Team Mentality and Individual Duty, with more Structured shapes prioritising the individual duty and more Fluid shapes prioritising the Team Mentality. Applying this back to Marcelo Bielsa: One of the reasons behind the 'el Loco' nickname is the focus on a collective, attacking mentality. Bielsa's teams attack and defend as a unit. Bielsa typically gives players a high level of collective creative freedom. Team Shape: Very Fluid Deja vu. Sorry.. Step 5: Player Duties Having determined our team mentality and shape, assigning individual player duties will now allow us to: Set individual Mentality Structure our attacking movement Individual Mentalities In the context of an Attacking team mentality and a Very Fluid shape, we can see the individual Mentality assigned to each duty in the Player Instructions screen. Defend => Marginally above neutral. Positive, yet sensible play. In a Standard mentality, this mentality would be associated with a Support role. Support => 70-30 preference for Attack. In a Standard mentality, this would be classed as an Attack duty. Attack => Heavy preference towards attack. Attacking player in an Attacking system. All out attack. Attacking Movement Going back to the 4-phases of football: Defence Transition from Defence to Attack Attack Transition from Attack to Defence We have already defined our strategy for defence and the transition from defence into attack. Player duties influence our attacking shape in 2-ways: More attacking mentalities will - other factors remaining equal - take up more attacking positions on the field. Roles associated with different duties have different profiles for attacking movement. Roles associated with an Attack duty are more likely to get further forward. Roles associated with an Defend duty are more likely to hold position. Roles associated with a Support duty are typically open to customise. How does this influence our Attack and Transition from Attack to Defence phase? Attack Instructing players with Support or Attack duty to get forward more determines Attacking shape. => Next, we'll use specific Roles and PIs to get players into specific positions. Transition from Attack to Defence What happens in the key moment we are attacking - with players committed forward in our attacking shape - and we lose the ball? Instructing players with Defend or Support duty to hold position means they remain in their defensive position guarding against opposition counter-attack. Understanding this we assign players duties depending on: Whether they should be: Positive yet, sensible. Attacking All-out-Attack Whether they should: Get forward in attack Stay back Implementing characteristics we see employed by Bielsa, we can implement: Aggressively commit players forward with attacking runs from deep. Attacking players wide, stretching the opposition and creating width. Use a holding midfield shield to circulate possession and protect from counter attacks. Across all 3 formations, players perform similar duties despite taking up different positions on the pitch. Central Defenders (Defend or Cover) Positive yet sensible mentality Stay back in attack Wingbacks (Support) Attacking mentality Get forward in attack, providing width Inverted Wingbacks (Support) Attacking mentality Neutral movement, naturally moving into midfield. Holding Midfielders (Defend) Positive yet sensible mentality Stay back in attack Advanced midfielder (Support) Attacking mentality Get forward in attack Wingers (Support) Attacking mentality Get forward in attack, providing width Inside Forwards (Support) Attacking mentality Get forward in attack, naturally coming inside Striker (Support) Positive yet balanced mentality -> Strikers on Support always have a lower mentality than other players on Support, conversely Strikers in Attack are more attacking than others. Move into channels creating space We avoid Attacking duties in an Attacking mentality as: We want to attack as a unit. The mentality is simply too extreme. Chasing a lead maybe but playing all-season trying to score at all-costs is an unnecessary risk. Step 6: Player Roles and Instructions Player roles are the icing on the proverbial cake. Player roles are simple. They are nothing more than a pre-set combination of Player Instructions, the name is just a label. In most cases, after selecting Duty you will be left with a handful of options. Your decision simply comes down to: Do you want this player to be a Playmaker / Target Man? Do the Player Instructions associated the role, suit the player and fit your tactical requirements. If not, are they customisable? Not sure we need to walk through every decision, but let's give one example. We already know that my Striker is going to be in the Centre Forward position and playing a Support role, which leaves me 5-options: Deep-Lying Forward Target Man Complete Forward Defensive Forward False 9 Process of elimination: Do I want a Target Man? -> No, I tried it and don't like the long-balls. Target Man. Do I want my Striker to Dribble More? -> No, my primary striker is 35 and his dribbling is 11. Complete Forward False 9 Do I prefer more or less risky passes? -> More, as he is drifting off and has attacking runners all around him. Defensive Forward Hello, Deep-Lying Forward + Move into Channels. Don't forget to set your Goalkeeper distribution. In this case, to the centre backs! Step 7: Auxiliary Team Instructions If the last step was the icing, these are the candles. Finally, we have the remainder of the Team Instructions screen which we bypassed earlier. Offside trap? Tighter Marking? Tackling Instructions? Passing Instructions? Retain Possession? Creative Freedom? Final 3rd instructions? Crossing? Dribbling? Freedom of movement? There are two issues people trip over with Team Instructions: Lots of them are redundant, ignored or unspecific? -> In an Attacking / Very Fluid system, is more creative freedom going to do anything? -> How much is more, anyway? 2 is more than 1, so is 999,999,999. Lots have unclear side effects. -> Retain possession, and play out of defence change passing and tempo settings. -> Focus passing through the middle and look for overlap impact the individual Mentality of related players. My advice: Treat them as an intermediate level area of the Tactics Creator. => Employ them if you know what you're doing => If you're struggling then keep it simple Watch a few games first. => Do you need to employ a particular instruction to improve play? => If yes, watch a few more games and see if it does the trick. In this case our Attacking mentality meant that players were prone to shooting from long range more than I liked during pre-season, so I added Work the Ball into the Box. Overview There we have it. We have used the tactics creator to create: Marcelo Bielsa's high-octane attacking football. Fast-attacking transitions. "Verticality" High-intensity pressing. Applying this style in 3-variants: 3-3-1-3 4-3-3 4-2-3-1 Apologies for a long post. The purpose is to explain decisions in simple way that people can apply to their own tactics. Look at this as a walk-through ahead of a guide I intend to put together around the release of Football Manager 2018. Due to travel commitments I am out of time for now, but the next post is reserved for: Match engine analysis Info on the squad For those who like inverted wingbacks and 3-4-3 diamonds, here's a pre-view: Can't give an ETA at this moment as it's subject to finding time.
  12. 21 points
  13. 21 points
    Bit of a long post incoming. I get that the injection of colour is there to give the product/brand some new energy, and it's probably inspired somewhat by EA's presentation of FIFA, but from a UX point of view it really becomes difficult to know what I'm looking at—while making it slower to digest lots of information. This screen for example. There is a colour code listed at the top to show top level training information such as injury risk etc. but in the schedule there's a new conflicting colour code. Does "Defending Wide" mean there's a increased injury risk because they're both set in red? And that "Attacking Wings" reduces fatigue because they're both green? As a product designer, I find the visual contrast and hierarchy really difficult to comprehend. The actionable buttons are actually secondary in the UI by being reduced in opacity while the colour coded slots with rounded edges look more clickable, more important. I'm not even sure if some of the colours meet basic accessbility benchmarks. As a user you want your eyes drawn to the most important bits of information and functionality but I find it difficult to decipher, especially at a glance. The SI team seem pretty good at listening and responding to players' feedback on here so hopefully they can tweak some real pain points if there are enough concerns raised by the community. I just hope they talked to some users and tested ideas with them in the making of FM19. That's the key to designing good products.
  14. 21 points
    FM18 was released on 10/11/17, this was 103 days ago. 103*24 = 2472 hours. If you've clocked over 2000 hours in that time I'm not surprised that you're jaded.
  15. 20 points
    I've been playing around a lot this year using the Attacking mentality to help drive a possession based game plan. Which on the face of it sounds quite weird: the Attacking mentality is a high risk strategy, so how is that conducive to a possession based approach? I've taken much inspiration from this article written by @Cleon The Art of Possession Football where he lays out much of the theory. I was actually going to make this post as a reply to that original article but, as you'll see, it started to get a bit large. I'd urge everyone to read that article first however. TL;DR It's important - critical even - to understand what Mentality does not only to the team but also to each individual player. Mentality not only sets a whole bunch of Team Instructions it also changes individual player mentalities. Take a look at my Fullback: in this first comparison I'm using the Attacking mentality with a Fullback (attack duty) at the top against a Fullback (support duty) below:- This next image is exactly the same as above except this time I've switched to the Counter mentality:- This is crucial to help managing the inherent risks involved when using Mentality and player duty. Take a moment to look at those images and understand how the same player role will behave as we vary not only Mentality but also duty. Those examples may be given for the Fullback role, but it's true of any role we pick, so if I went ahead and gave a whole bunch of players an attack duty alongside the Attacking mentality I'm going to have a whole different profile of players in my team. And that's the TL;DR bit - use player duty to help manage the risk of your chosen Mentality. Longer Version I'm not playing as a big club with superstar players. I'm in Italy playing with Monza, who start out as a tier 3 club and I've just got them promoted to Serie A. This is my formation, roles and duties: Lots of support duties with the Attacking mentality right? As I'm in Italy I want to play with 3 at the back, a Sweeper and a Regista. I also want to play with some of the new roles as it's FM18. (Note - I've been doing similar things with other clubs and other formations such as the 4-4-2 and 4-1-2-3DM using the same theory, so this is not just about a particular formation). And my first match in Serie A against Spal, who are at a similar level to Monza (actually slightly better than us): We won 5-2, scoring 4 goals from open play / through balls and one from a corner. And this is my shot profile from the game: Not exactly long range pot shots. The overall plan here is to use the inherent forward thinking profile of the Attacking mentality in combination with appropriate roles and duties to help manage the risk (ref. all those Fullback mentality bar graphs above). I stress "in combination with" because the two are intrinsically linked. It's a partnership. Now ok, I'm not going to expect such results against the Italian giants who are lurking on my not too distant horizon (lets get real), but such results are typical of my time in Serie B. This is from a Serie B match against Verona who were recently relegated from Serie A and have been fighting for promotion (so a decent side by Serie B standards). We won 2-1: Tactical Settings Team Shape - I'm going to spend as much time talking about this as I did deciding what to use. Flexible. Done. Team Instructions - I only use 2 (very occasionally a 3rd) but there is only one really important one: Retain Possession. It reduces tempo, passing length and reduces the amount of risky passes (aka through balls). Again, I'm using this to help manage the inherent risk involved when using such a high Mentality. It doesn't eliminate through balls (I score a high proportion of goals from through balls in and around the penalty area) but rather encourages players to pick and choose when to make those telling passes. Quality vs Quantity. Player Roles - picked mainly to try to provide passing options and offensive/defensive support whenever possible. eg., an Inverted Wingback to provide some width but also help boss the midfield; a Fullback on the right rather than a Wingback to provide a little more caution against the forward thinking Mezzala ahead; a roaming and dropping "striker" ahead of a runner from deep at AMC; and so on. Player Instructions - not many and primarily aimed at my two wide defenders to reduce crosses and risky passes. Pressing There can be two sides to the possession coin. Keeping hold of the ball and using it effectively is one thing, but winning possession back when it's lost is something else. And that's where pressing (closing down) comes into play: close down the opposition quickly to try to force a mistake or mis-placed pass to win the ball back. When using gradually riskier mentalities, closing down naturally increases. The Attacking mentality sets a high degree of closing down by default which can then be used to win the ball back quickly. I don't set additional pressing via the TI as I don't really want my central defenders doing more than they need to, but some additional PI settings are useful for more advanced players. At this point, the right type of player becomes important as well. Telling your players to press is one thing - them having the ability to actually do it effectively is something else entirely. They need both the mental and physical capacity to do it, so I value attributes such as Aggression, Determination, Work Rate and Stamina. I look for player attributes to compliment their instructions.
  16. 20 points
    Sure, I can give it a go. I will use the example of the formation I am currently playing with, because it has seen a lot of action in the last few months, so I am intimately familiar with it. Let's start with the shape. This is the very basis of everything. No player roles yet, no mentality. Nothing. Right now there are so many possibilities for how you can play, and how you can try to create ways to score. Scoring goals is all about creating space with some players, and having other players moving into space. So how can we create space? Lets have a DLF(S). I usually start this thought process by having one player who I know what I want him to do, then think about what happens. His movement and positioning will make him do this: So he is trying to create space. Where is this space going to be? Hopefully he is going to drag the central defenders out of shape as someone comes to follow him. So I am hoping to create some central gaps. Who can I put into those gaps? Well, I can try to put one of the wide players into a central position. Or I can try to get a central midfielder to overlap the striker. So that sets two more roles to have. An IF(A), and a CM(A). I will put them on opposite sides, to try to exploit opposite channels. You can now see I have tried to create a method to score a goal. You could call it two methods, but in reality it relies on the same movement of the DLF. I just have two players on the end of it. You can now imagine that I want to see the DLF drop back into space and get the ball. I want to see him drag the defense out of shape, and then pass the ball to the overlapping IF(A) or CM(A). These players can then either shoot, or they can support each other further with passes. This is the second reason I wanted two overlapping players here. They can also play through balls to each other after the DLF has played them in. Okay, we still have a lot of players who do not have roles. What are we going to do with them? Well, lets take the other midfielder. He clearly needs to be a more holding player, since we have a movement based player in the center already. What do I need him to do? Well, feed the ball to the DLF. Also be able to take advantage of the DLF creating space without the ball. Or recycle if there is nothing on. I have just described a playmaker to you. DLP(S) is the role I typically use. So we can now definitely add a second type of goal. DLF creates space without actually receiving the ball. The DLP plays a longer pass for the IF(A) or CM(A). I expect this to be less frequent, and will rely on a good playmaker. At this point we should also note that the IF(A), by cutting inside, is clearing out space on the left flank. Should I try to get a player in there? Absolutely! Let's get an attacking fullback into the left back position. This will create an overload on the left of my attack. The defense will have to send players to their right flank to cover this danger. If my striker also drifts into this region, even better, more overload, more defenders committed. What am I doing this for? Well, this overload on the left has created space on the right. Space where I happen to have a CM(A) running in to. I also have an undefined role on the right. Another IF? You could if you want, but I do not do so. If I flood too many players into the space, the defense may respond by defending with more players. My striker and my CM(A) will be in a position to get the ball in space from a cross here, and possibly the right midfielder. There is another type of goal I could score. That is three. This one is very different to the others, but it actually is a natural extension of my first example. You note the way I am set up that I can also potentially create exactly the same overlap on the right. Should I? Well, sure. why not. But we have to do it in a different way here, because the CM(A) and IF(A) do not draw defenders in the same way, or occupy the same space. The IF starts higher and arrives earlier in an attack than the CM(A). So lets try something different. Lets have a winger on the right. A supporting winger, because I want him to start deeper to let space develop before he runs with the ball. Who shall we pair with him? For me, this is entirely situational. I can super overload the flank with another FB(A). I can use a FB(D) to give extra cover at the back (I am being very aggressive here). I could use an IWB to give central support. I use all these, this role is very fluid and depends on the match and the situation. So lets leave him blank. How will this create a goal? Well, crosses to the back post for the IF. Passes for the CM(A). I can also imagine a situation as follows. We create the overload on the left as described above. We disrupt the shape of the defense, but there is not a good crossing chance. The FB recycles the ball to the DLP (he is attracted to the ball so should make himself available). The DLP gets the ball, and quickly plays it wide to the winger. Who will have a crap load of space because of the overload. The defense has to scramble back into position to cover this. A scrambling defense is a defense with space. So the winger can cross and someone can get on the end of it (here the striker actually should get central space as well, he will get forward for that phase). Boom. We have 4 ways to score goals. Or rather, four distinct types of play I would like to see. If you are wondering for the other roles, I go with two CB(D) and a DM(S) who I use as a pivot and a shield. None of these players are typically involved in my goal scoring. To summarize this. I have gone from having an idea of how one player plays, to setting up everything else around this. Things follow naturally from imaging creating space with one player. I have four different types of goals I expect; through the DLF to the IF/CM, through the DLP to the IF/CM, through the FB/IF via a cross, and through crosses from the winger from broken play. I do not mention set pieces, but I also spend time to set these up so we can score from them. And never underestimate how many goals a good free kick taker is worth! You will note I did not even talk about PIs and TIs here. I would use them to refine the behaviour I see, or to try to favour one or another type of play. This is always situational for me. For example, a team having two DMCs is probably going to screw my DLF idea, so I need to prioritize other ways of scoring. Also note this one single example. It is definitely not the only way to do it. I think it is just difficult to get used to thinking like this. I would make no claim to be an expert at tactics. I have pointed out a few times recently I am pretty bad at spotting patterns of play in real time and knowing how to adjust. I usually get there by trial and error over many, many matches. One more thing to note. The roles you use for specific positions will also depend on the players you have. If I had left footed wingers, I would reverse the W(S) and IF(A) to take advantage of that. I would not try to use a DLF if my strikers were small, weak and crap at passing. Anyway, I hope that is somewhat helpful (if long winded and rambling, they are not things I have tried to formulate in words before). These things are something that may deserve their own thread at some point, most likely.
  17. 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.
  18. 20 points
    Your attitude towards other poster is absolutely terrible and your personal attacks are getting tiresome. I don't know how you are still allowed to post. Everyone has different level of knowledge about FM and football in general and people can have different opinion than yours'. Learn to accept that.
  19. 20 points
    INTRODUCTION It's rare to see a system in football manager built around the philosophy of Jose Mourinho. The less than glamorous tactician has an unfair reputation in my opinion. Despite the guarantee of trophies wherever he goes, many prefer to emulate the more exciting coaches like Klopp or Guardiola. With this in mind, I decided to attempt to replicate Mourinho's successful 4-2-3-1 with which he continues to use with great success. However, it is important to stress that this system is not a like-for-like, rather it is a Mourinho inspired system; therefore you might see some player roles and instructions that you might not agree with. However, I'm open to having a healthy debate on anything I've presented below. I'll jump straight into the system below, talk a bit about Mourinho, and then how I replicate this philosophy in game. To get the obvious out of the way first, we play with a control mentality and a structured shape. I want to ensure that the structural integrity of the shape is maintained. I will tailor my instructions via each player so that they know what their responsibility is. With a structured shape, we are more disciplined in defence, e.g., we're less committal going forwards and there's more space for us to operate in. So let's look at some of the key characteristics of a Mourinho system and see how I have tried to slide these into my setup at Barcelona. I will talk about the instructions Mourinho uses and note observations against them, so I can reference these from my tactical instructions. IN DEFENCE AND TRANSITION FROM ATTACK TO DEFENCE Arguably one of the best defensive coaches of the modern era. Mourinho typically builds his team around a two-man midfield. His system typically deploys a deep playmaker alongside a more defensive midfielder who is tasked with winning the ball back and releasing it to more creative players. At Manchester United, this responsibility has predominately fallen to Matić and Paul Pogba respectively. [Observation 1] When in their defensive shape, a Mourinho side will utilise a 4-4-2/4-4-1-1 formation with the central attacking midfielder staying with the striker in order to have players available for the counter attack, should his team turnover the ball in an advantageous position. The wide attackers will fall back in line with the central midfielders in front of the defence to create two solid banks of four. [Observation 2] In the early phase of defence, the aim is to shift the opposition out wide when they have the ball since it is easier to defend the flanks. This is due to the limited options to progress the ball compared with the central areas and the natural player match up (1v1 or 2v2). A way of achieving this is by having the two furthest central attacking players block the passing lanes for progression of the ball through the central areas and to put pressure on the defence. Moreover, when the play does get out to the wide areas, this is where the overloads become more effective. It is less detrimental to your shape by overloading the wide areas than it is in the middle, simply because there are fewer passing lanes for progression of the ball (since the side of the pitch blocks passes in that direction). [Observation 3] When it comes to pressing the opposition the two key objectives are to reduce space for wide players and reduce the time on the ball for central players. In wider areas space is reduced by tightly marking the wide player and closing down aggressively. Increasing numbers out wide will reduce the space the opposition can move into. To reduce time on the ball for the central areas an aggressive approach to closing down will achieve this, however, with more and more coaches increasing numbers in the central areas, this can cause your shape some problems if you're not closing down intelligently. Furthermore, tightly marking the central players will lead to an increase in interceptions. [Observation 4] The defensive line is neither deep nor high, usually situationally adapting. So let's look at some of my tactical instructions and relate these back to the observations above. [Observation 1] To achieve some defensive solidity, and to match the asymmetry of the midfield two, I use a Central Midfielder with a Defend duty and a Deep Lying Playmaker with a Support duty. This gives me the solidity in front of the back four, with a risk averse two who will be the first line of cover should the opposition turnover the ball and break the first lines with a counter attack. [Observation 2] When playing against two wide men on each flank, e.g., a left back and a left winger, I will instruct my attacking wingers to specifically man mark his opposite to increase our chances of ball turnover. We want to be winning the ball in the central midfield or out wide. We don't want to rely on the last man of defence to make the last tackle. Since the wide men track their opposite number, this brings them down in line with the central midfield pairing and giving us what looks like a 4-4-1-1 [Observation 3] I use the opposition instructions to show the defenders out wide, so the left sided central defender is shown onto his left foot, and the right sided onto his right foot. With the passing lanes into the midfield covered by my central attacking midfielder and my striker closing down the defence, the ball is moved out to the wider areas where you can safely press with more numbers with less impact on the defensive shape. Moreover, the central midfielders are instructed to close down more, increasing their determination to move into the wider areas when the opposition progresses the ball here, creating 3v2 overloads against the opposition wide men. [Observation 4] Wide players are closed down always as defined by the generic opposition instructions. Additionally, my wide attacking wingers are set to man mark their opposite number when the opposition plays with wingers (most teams in Spain). Hard tackling is also instructed against the opposition central midfielders. Similarly to the central defenders, the central midfielders are down onto their outside foot, e.g., the left central midfielder is shown onto his left foot. This is to try progress the opposition build-up down the flanks. Simplistically, we play with a very conservative back four. We have two Central Defenders with a Defend duty, and two Full Backs with Support duty. Ahead we use a Central Midfielder with Defend duty and a Deep Lying Playmaker on Support. We aim to get into our shape quickly. Forcing progression of the opposition attack down the flanks if we can, where we create overloads in an attempt to win the ball back before the opposition can get a cross in. If the ball is progressed into the middle, we are quick to close down the opposition midfielders in an attempt to win the ball back before it progresses through to my defensive line. With these observations my defensive team instructions look like this: Defensive Line Defensive line is set to normal Use offside trap enabled Closing Down Closing down is set to sometimes, but this is governed by specific opposition instructions Tackling No specific instructions at a team level My player roles and instructions for the defensive players: My defence is pretty standard. I want my central defenders passing it short to my central midfielders or our wide to the Full backs. I don't want them hoofing it the field so that is why they're set to pass it shorter (since we use mixed team passing). My Full Backs have a few instructions. Fewer risky passing to help control the safe possession when they receive the ball in deeper areas in the build-up. I don't want them spraying fancy cross-field passes to players where there is a high-risk attached to the pass. I need them up supporting play, but also very mindful of their defensive responsibilities so we allow them to get further forward, but we keep the support duty to ensure their starting position is deeper in line with the defence. EXAMPLES OF OUR DEFENSIVE PLAY In a recent game against Real Madrid we came up against a stubborn 4-4-1-1 system. Below is an example of our defensive shape in action. The backline is relatively flat around the midpoint of our half. Playing with a control mentality and a normal defensive line it is slightly higher than normal. My Trequartista (the midfielder circled) is covering the inside of the pitch as he moves the midfielder towards the wide areas with the ball. My striker, meanwhile, is occupying the central defenders to ensure a pass isn't easily recycled. In this particular passage of play, Marchetti plays the ball into the winger, who almost instantly has my left back on his toes, who wins the ball back cleanly. In this next phase of play Madrid have just won the ball back and are looking to progress. My Advanced Playmaker highlighted positions himself between the ball carrier and the central midfielders. Moving the ball out wide where the player is already being tightly marked. With the alternative being a long ball forward, the player attempts a high-risk pass into the winger despite the presence of my defender. Sasic is closed down quickly and ordinarily would have probably lost the ball here. However, we're playing Madrid so have to expect that at some points in the match they're going to beat the man or pass when it seems almost impossible to do so. However, because of the high closing down and structural discipline, when the pass is made into the midfield, my Deep Lying Playmaker (with closing down more activated) makes a good interception to win the ball back for us. All the while my Central Midfielder maintains his position in front of the defenders as a second line of defence if the pass is successful. During this game we made 62 interceptions across the pitch, most of which in our own half. IN ATTACK AND TRANSITION FROM DEFENCE TO ATTACK The defensive shape and team instructions allow for more efficiency in a quick transition from defence and counter attacking. With the shortest distance to goal on the counter being through the middle, an efficient counter system would require at least two central players in attacking positions during the defensive phase, with a supporting wide player along one flank to join in if progression through the middle is restricted. At United, Mkhitaryan and Lukaku are usually the furthest forward when the team is defending. Sometimes the left sided attacking midfielder will be somewhat advanced. [Observation 1] With Juan Mata operating more as a playmaker a lot of the slower and more patient build-up was directed to the right side of the pitch. United created overloads on this side with Pogba and Valencia supporting Mata and Mkhitaryan in the attack. Furthermore, with the approach directed to guide the ball towards one flank with clear overloads, this frees up the player on the opposite side to almost inevitably be free for a quick break. [Observation 2] This season it appears that Mkhitaryan has more confidence from his manager and this has shown with his free role to create and dictate play from the central areas. He is registering high chance creation and assists already. This free role to roam and be less involved in the defensive side suits his style. A similar role has been afforded the number 10 at Madrid and Inter. [Observation 3] So let's look at some of my tactical instructions and relate these back to the observations above. [Observation 1] I leave my Trequartista and Complete Forward high during the defensive phase. This allows our transitions from defence to attack to be quick and sharp and triggers good counter attacking opportunities with Raumdeuter being fairly advanced, too. With the team instructed to pass into space, we look to progress the ball forwards quicker than we would if we passed into feet. [Observation 2] We have also adopted an Advanced Playmaker on the right. With our right sided central midfielder and right sided winger being playmakers a lot of the ball and progression is down the right flanks. This leaves the Raumdeuter with more space to exploit. And given his pace, acceleration and dribbling, he takes full advantage of this. He is currently second in the scoring charts. [Observation 3] My Trequartista is there for attacks. I afford him the freedom to dictate the game from the middle. I'm less concerned about his role defensively, which is just as well, given he is assigned a role that has less emphasis on defence and more on offence. However, this does not mean that he is ineffective defensively, on the contrary, he is key in the first phase of defence in moving the ball into wide positions. When we transition to attack, if we're quick enough to break into a counter then it is usually through my Trequartista that play progresses before the ball is switched out wide to my Raumdeuter. At this point we usually trigger a 3v3 or 3v4 attack, of which we're usually favourites to come out on top. When we progress with the ball we have a natural inclination to progress to the right with quick switches to the left when the Raumdeuter is in space and 1v1 situations. We are comfortable on the ball and happy to play the patient game looking for clear openings. Typically, this will see us dominate in the possession and passing stats for most games. With these observations my offensive team instructions look like this: Passing Exploit the middle Play out of defence Pass into space Passing Directness Mixed passing Creative Freedom Be more disciplined My player roles and instructions for the defensive players: My Central Midfielder is instructed to pass it shorter as he needs to keep things simple. His prime role is ball winner and defence protector. I don't need him doing anything fancy. Alongside him is my Deep Lying Playmaker. He has a bit of freedom but not too much. He is instructed to close down more to keep up the pressing when the ball moves into the middle of the pitch and to help support the overloads on the flank. My Trequartista doesn't have instructions as it isn't really needed. My Advanced playmaker is instructed to sit narrower as I want to really congest this side of the pitch and draw in the opposition to the half-spaces where he will be operating. My Raumdeuter is instructed to shoot less, purely because of the positions he can get into. I need him to be more decisive when he is in the box and to only shoot when it is a high chance shot. My Complete Forward is instructed to move into channels to support the build up and to move the defence with him to open up spaces for the on-rushing players behind him. EXAMPLES OF OUR OFFENSIVE PLAY In the next passage of play I will highlight how out players use the short passing abilities of my playmakers to move the ball about and manipulate the shape of the oppositions. I will show the intelligence of my Raumdeuter to isolate the right back and subsequently unmark himself to break free and score a simple goal. To set the scene, my Central Midfielder makes a short pass into my Deep Lying Playmaker. This is a common pattern between the two. My left back has the attention of the opposition winger and my Raumdeuter is in-line with my striker, pressing the defensive line back. My Deep Lying Playmaker now progresses the ball into my Trequartista. He is a very technically gifted player and is the key creator in the side, both scoring and creating goals. You will notice that my Raumdeuter has now drifted into space in order to move into a better position to attack the ball. All the while the defender who was meant to be watching him is now ball watching. My Trequartista wastes no time in playing a first time pass into space for my Raumdeuter to run onto. Who has this time unmarked himself and snuck in behind for a very nicely worked goal. This is one of the more simple patterns of play we create by overloading the right and central sides of the pitch before playing the ball to the left side where my Raumdeuter will have isolated the defender. The supporting Full Back is key in occupying the attention of the winger to ensure there's little in the way of obstacles. Here is another example from the same game, where my Raumdeuter actually scored four goals. Again, play is moved from my Advanced Playmaker on the right, into my Trequartista. My Raumdeuter is running in behind the defender, and waits for the pass to come in from the Trequartista. A really simple, yet effective pattern of play. IN CONCLUSION I've tried to keep this fairly brief without going over the top with examples and images, so if anyone is curious about how I've setup or why, just drop a reply and I'll see what I can do to answer anything. It's a really simple system and one that is very effective. Finally, I have posted our results from our season so far. We're defensively strong and offensively potent. I have also included the complete team instructions and opposition instructions, since I've already posted the roles and player instructions above. Team Instructions Opposition Instructions Results so far Thanks for reading, Ciao
  20. 19 points
    When you look at the announced features all i can say is this year is an utter joke. Ive looked at their website a broken it down and when you do they are pulling the wool over your eyes to try and justify its £40 price tag. This is also based on information that was available at the time but i highly doubt that with a relates date being set that any other major features will be added. Club vision By the looks of it, this is just updated from our current system of board confidence. Could someone explain how this is different or a "feature". It just seems like its more at the forefront of the game by getting emails and more granular gradings. Per the FM features page. "For instance, if you’ve honed a particularly attacking style of football at a club, you’ll be known for this around the world which could make you more appealing to a board..." I can already see that in FM19 and it already effects the game. Every screenshot on the page i cane find mostly on my manager page on FM19 but now its in an email and I'm graded A-F. Yeah great, big feature there. Playing pathway Yes i would say this is an improvement which i welcome but as a headline feature?! Its a very welcome addition and give more control but again this is just a update on an old system. Backroom staff Is this anything more the quality of life updates? They are trying to claim having a new staff member like the loan manager which tells me to send players out on loan is significant! I also don't care for my staff opinions about team formation or personal so any improvements to this is worthless. I put this update in the same category as the social media stuff. Pointless Development centre This is the only thing that looks like a proper feature. Previously development of youth products has been difficult monitor and implement and my favourite parts of FM was taking a wondkid and trying to make him a star so this is very welcome. I think this year i will be forgoing buying FM20. This is DLC being sold as a fully fledge instalment. IM not asking for them to rebuild everything or have ps4 standard graphics. I want exactly the same things that everyone else has asked for years. I want a more in depth tactical system with pressing triggers, better transfer AI (How many times have i tried to sell a decent player and for pennies and no one comes in or they come in for my best player with tiny bids) Most of all i want a ME that is half decent. There is so much wrong with it. Defenders all running to the same player, players not listening to instructions constantly , no one twos that you constantly see in real games. Issue is FM doesn't have a competitor and because of that they never have to worry about pushing the game forward. Getting a bit tired of it because of love the concept and have put in many hours into it. Personally think its time Miles moved on. Completely out of touch of what the games needs and spends too many resources on things like in game social media
  21. 19 points
    People complaining should cast an eye at FIFA 20. £50 and theyve not even updated the squads for the new season, they've not updated the European Competitions for the new season, if you try and sign a player but dont complete it before you're next game he just stands in the centre circle for the whole match. The big teams in the league are randomly playing full teams of reserves, and a huge majority of players are seeing Liverpool or Man City being relegated in the first season. Be thankful SI dont obsess over lootboxes and ignore the majority of their customer base.
  22. 19 points
    I can't believe that this issue is still present in FM19, especially in a game focusing on football management. Why on earth you still see managers switching teams in the middle of the season? What is the last time you've seen a manager leave a team for another out of their own will in January or similar? In my current save things didn't really go that well for Pep at Man City so he was let go after 32 rounds. And sure thing, Ancelotti will leave Napoli just a few games before the end of the season in which he is still battling for Scudetto to go and manage City. To not make this just a rant, here's what I'd change. When a team fires a manager they either prioritise hiring an unemployed manager or hire a manager and agree that the new guy starts only in the beginning of the next season. Otherwise I'm enjoying this game a lot, but this is such an immersion killer, especially since it often leads to a manager merry-go-round.
  23. 19 points
    If anyone is new to the challenge (or just wants a refresher) this is a quick guide to get you started off, based on how I play (Though I likely won't be starting until the full release). Mainly based on FM18 and I'll update it once I've had a chance to really look at FM19 if anything major has changed. (Also this isn't a definite way to play just my way). - The more leagues you select the more active your game-world will be, but the slower the game will run. With Brexit looming I tend to turn on the top divisions for the rest of the UK and the top leagues in Europe to give some competition in Europe later on. - Database size, rather than increasing this I'd add leagues (needs to be playable to add players) or use the advanced options to add players from top clubs as it should give a better balance than just increasing the database size. - Before sending your manager on holiday turn the detail level down to min. to speed up the processing. Also turn auto-saves off or set to monthly. - I also wouldn't add any custom logos at the start, because all the existing sides should be licensed it means the unlicensed teams should be challenge teams which makes locating them a bit easier. - When picking a team Reputation, Professional status and Region are the main things that affect the difficulty of the challenge in the first season, if you cannot offer F/T contracts then players won't travel far to join you so a club based in the North-West won't be able to sign players released from London clubs for example. Facilities are a medium term issue as it will be a few years until you can afford to improve them and better initial youth facilities give you a higher chance of getting good regens. Stadium is also a factor as the Football League and Prem have stadium requirements so if your stadium isn't upto standard it'll cost you to expand or even worse you get stuck in a small new stadium. - Once I have picked a club the first thing I do is sign the assistant with the best judging ability attribute possible (potential is nice but not as important, I also find tactical knowledge helpful for the OI if you use them, other attributes depend on what you want your assistant to do) also try and sign a quality scout if possible again you want the best judging ability you can get, with potential a nice one if you can get it. - For coaches it depends on how many you can have, if you have the numbers I tend to go for a GK and fitness one - though if you can try and sign them as general coaches so they can still train anyone, then I use me and the assistant for general coaching. You can also 'cheat' a little bit by signing coaches with good judging ability and use them as extra scouts, as at this level training isn't going to do much and the more accurate scout reports you can get quicker the better. If you want your Manager to coach then at the start put what points you can into Determination, LoD and Man Management. - Ask for a Parent club (or senior affiliate as they now seem to be called) for free loans - depending on how the game is feeling you might get some free first teamers or at worst have to settle for some free bench players which can at least save you some money. (the ability to get parent teams and the quality of loanees seems to change each version, hopefully this will be a nice one) - Pick your basic preferred formation (4-4-2, 4-3-3, 4-2-3-1 etc...) roles and duties don't matter at the moment, though have a general idea of what you want, for example I tend to play 4-4-2 and in the centre of midfield I'll have a defensive minded player and an attacking minded one, and upfront I'll have a goalscoring (hopefully) and a support striker - though actual roles depend on my players and what works. With the new Tactical Systems it should hopefully be easier to get a basic formation set up. - Go through your existing players and work out their best position, also check your U21 and U18 squads in case anyone decent is hiding in there. Use the Report and Squad Depth screens, I also add some extra columns to the squad view - Ability and Potential columns, you can also add best position and role columns if you wish. This year we have some new columns in the tactics screen - a role rating column that seems to give your assistants star rating of the role, and a green bar chart that seems to be based on the average of the key attributes for the selected role - at this level I'd probably use the green chart rather than the stars. For the Role Rating this is a rough guide to tell you the players strongest role - it's based on a weighted average of the key attributes for the selected role, and then weighted against the position rating - however you don't really need to play a player in their best role especially if it doesn't suit your tactics and I just use them as a guide to see what type of player they are (also if a player can play several positions it tends to give the roles in the secondary positions a poor rating). - Pick your Best XI and Second XI from your existing players, this now allows you to see where you are weakest, also check for any AI made future signings, I think the squad depth screen has a filter to include future transfers, you may have got lucky and had the AI grab you a good player. - Check the Contract Offers view on the squad screen to see if the AI has offered any of your players a new contract, and cancel any offers you don't want, also check the expiry dates of the contracts as some players may only have a week left on their contract. - Before making any offers for players you need to check a couple of things to see what standard of player you are looking for, a quck glance can be had by looking at the Team Report -> Comparison screen, this will give you the highest and lowest averages for various attributes in your league per position, in the Conference North 10/11 is normally good for a key attribute. Next from the player report screen check to see what level the stars correspond to - players will have a star rating which will change depending on expectations, quality of players and league, however players also have a description that doesn't change which will read decent/good/leading and then a division, you need to keep on an eye on what level the stars are at, as for example at the start a decent conf north player may be five stars as your team is rubbish but a month later may only be two stars as you have found better players. - Now it's time to find players, what I do is filter by interested players within scouting range, and add conditions unattached and eu-national (you aren't likely to attract players from other clubs at this stage nor will players get work permits at this level) and then add a position filter and search for the position you most need a player in. - Next step depends on how many players you found and what staff you have, you have two options; - Trial players in - reveals attributes over time like scouting does, once on trial can compare with other players, downside players may not accept trial and it also seems players on trial attract more attention from AI players. If trialing do it for 1 month/end of pre-season. Advantage of trial is it's free but if you have too many on trial at once it'll affect your dynamics and training workload, so discard the rubbish ones as fast as you can. - Scout players - limit to how many you can scout, new system takes time, however no need for player to agree terms, can also get coaches to scout if they are any good. Unless it has changed in FM19 you shouldn't need to bother with the scouting packages as the start as unattached players use the old knowledge system to show up, though the packages are charged monthly so you can turn it on during a month shortlist who you need and then remove it. - Once you have scouted/trialled players for one position move onto the next, if you have the staff you can assign one member of staff to scout players of one position whilst another scouts a different position. - If you scout a player and still aren't sure trial him in, you can use scouting to weed out the useless players and then trial in the possible ones to have a closer look. - If there is no interest in a player then trial him in and take your time, unless he looks really good. - Priority is first team players squad depth isn't important yet and can be filled with free loans or non-contract players. N/C if not used don't cost you any money but part of their max cost will be deducted from your budget to stop you signing a infinite amount of them. - Once the season is under way carry on searching (transfer window doesn't close until march in non-league) as better players will be interested as the season goes on. (free players get more desperate the longer they are without a club). Tactics wise keep it simple and if not sure where to start check out the tactics forum - there are some stickied threads to help you understand the roles and how they are linked, otherwise it's just watch the matches and slowly tweak things depending on what is happening. The first season I tend to write off - you have to build a team, understand the new features and work out a tactic, if you are lucky things will start coming together at the end of the season and you may sneak a playoff spot or if not be in position to push for promotion next season. In your second season you should have a better idea of what you need and what works, I also tend to have a core team by now and just look to add some players with that extra bit of quality. Once you have gained promotion you repeat all of the above, until you gain promotion again and repeat the above again etc... Getting quality players in the early years is part luck part how much time you have - to find the gems you may have to scout/trial thousands of players which takes time (both real and in game), you also cannot always rely on poaching players from other peoples games as at this level most of the released players we are after have random attributes and have had a season or more to develop/fail. Another way to narrow down players on your scouting screen is to add the last club column to the view and first check out the players released from bigger sides (unfortunately there is no column to show what division the side was in). You can also check the transfer history for clubs (or even England) for released players and scout them and hope that you can persuade a quality released player to sign for you. Another cheeky thing you can do at the start is look at the reserve teams of the prem sides and scout the ones who's contracts are expiring (or get a team report) because we start a week before the contracts expire and in the past AI teams haven't looked at these players until they have been officially released, so you might get lucky and be able to snap one up before the AI gets interested. Also not sure if it still works but getting team reports should give you basic details on a teams squad and should be quicker/cheaper than scouting everyone in the squad so this is handy to use for loan players or at the end of the season when the set for release flag has been set but the players haven't been released so you know who you can avoid scouting.
  24. 19 points
    This is taken from my blog https://teaandbusquets.com/blog/ If you’ve followed my articles before you’ll have heard me talk about how important it is, that you understand how the roles, duties, team instructions and player instructions all work as a system and come together to give you the end product. When I talk about this I always get comments asking how someone does that or what do I really mean when I say that. So hopefully this article will show you how my tactic all links together and how everything links up. A lot of tactics I see, seem to focus on individuals more than playing as a cohesive unit. If the team is full of players playing for themselves rather than the team, then you can struggle to get any form of consistency going because you rely on the individual more than the team. I’m not saying that having a team full of individuals playing for themselves rather than the team can’t work but it’s highly unlikely. You might have patchy form or struggle in certain scenarios as you are reliant on the individual doing that one bit of magic that is needed. So how do we piece it all together? First we have to understand the shape I’m using. It’s the 3-5-2 from the Sheffield United save that I am currently playing. Those are the exact roles and settings that I’m currently writing about. Now I’ve done a couple of articles about the roles I’m using but the focus of those were about the individual and not as a collective. They just focused on how the player plays the role rather than how he functions for the team. I’ll probably link to them a little later in the article. Before we start with any kind of analysis though we need to talk about the pros and cons of how I currently play. 3-5-2 General Overview Pros One of the main selling points of the 3-5-2 is the use of two strikers. Wingbacks provide width. Three central midfielders allows you to match most opponents in the centre of midfield. Quick transitions going forward Cons The centre backs can get dragged wide if the wingbacks are out of position or don’t deal with danger. Wingbacks can be exposed and doubled up on at times. Centre Backs can be wasted against one man striker formations. That’s just a brief snapshot of the 3-5-2 in general. But then when you look at the roles and duties I used, it changes the above slightly as the roles and duties you use, create new issues. Now because of those things, we also have to add these to the list too; 3-5-2 Player Roles and Duties Pros Commits numbers forward with an aggressive midfielder and both wingbacks venturing forward frequently. Good support from the central areas and wide areas. Cons I could leave the wings exposed. No real defensive midfielder. The centre backs will have to cover the flanks and the central areas, meaning the might get stretched at times. Even though the mentality I use isn’t that aggressive, the roles and duties I use are which means, I will give up space quite easily at times. Especially in the areas I mentioned I above. It’s not the end of the world though and I’m a big believer of risk vs reward. Meaning, it’s fine to give up space, it’s fine for the opposition to have possession etc as long as, my team do the things that I expect of them and carry it out to a good standard. I’m not trying to play the perfect game but I am creating my own footballing philosophy that happens to be risky football that focuses on committing players forward from different areas of the pitch. This will then provide me lots of options when in the oppositions half and stop the strikers being isolated. Player And Team Instructions We also have to take into account the player and team instructions I use too. I actually don’t use any player instructions except asking the goalkeeper to distribute the ball to the defenders. What this means is now we build from the back naturally or more to the point, the defenders start everything. This can also bring pros and cons too. Pros We can retain possession deep and have the defenders build from the back. The defenders can step up into midfield with the ball if space is available. Initially the defenders will likely be unmarked. Cons Mistakes could be more costly. If defenders hit it long, it could give possession away cheaply. If they get pressed heavily, it could cause panic at the back and rush decision-making. As you can see, using this player instruction can also add a new level of complexity. Then we also have two team instructions to factor in. Much Higher Defensive Line Pros Pushes the defence higher up the pitch making them closer than usual to the midfield. Cons Susceptible to balls over the down/through the middle. Strikers playing on the shoulder of the defenders can leave me vulnerable. Pace of the opposition players if they’re faster than my own, can also leave me vulnerable. You can see yet another level of complexity added to the tactic and we’ve still got another team instruction to go. Close Down Much More Pros Harass the opposition unsettling them. Close down much sooner giving the opposition less time on the ball. More chance of forcing the opposition to make errors in their own half. Cons Players can be too aggressive and leave space. We can lose our shape. Players caught out of position. Can you see how all of the above changes player behaviour, the teams general behaviour and changes the base tactic you are using. It’s why when you see someone who is using lots of team instructions, you know they have no idea how it changes the behaviour of the players as it’s almost impossible to keep track of everything that changes. Most tactics that use lots of team instructions are just blagging it and hope they stumble across something that works. It’s why I advise those who are struggling to keep it simple and only use team and player instructions to refine a playing style or to get a player to behave differently. Every single team or player instruction you add, complicates things and adds complexity. They all drastically change the player roles you use. The more you use, the more knowledge of the match engine you need in order to understand how they all work in conjunction with each other and to understand what you’ve really changed. Player Roles and Duties Understanding how everything comes together can only be done when you understand how the roles and duties you’ve selected, work together. By that I mean, I use two complete wing backs but what is their actual job, who do they link up with, what type of support do they offer and so on. Hopefully this can be fully explained in this section, so you’ll be able to have a look at your own tactics to see if the player is doing what you actually want them to be. Goalkeeper The goalkeepers job on this save is simple, just be a goalkeeper. I don’t need/want him to do anything else. However I am in the middle of writing a separate article about how we can use keepers better and all the different things they can offer. That will be out in a few weeks. But on this save, he just rolls the ball out to the defenders and saves shots. Or he distributes the ball to the wing-backs depending on how the defenders are being marked. That’s just an example of the keeper distributing the ball to the wing-backs in the wide areas due to how compact and centrally the opposition are. Central Defenders One of the main responsibilities of the defenders is to collect the ball from the goalkeeper and work it forward. Just how they work it forward really depends on what kind of pressure they’re under at the time. However the main players they link up with are; The wing-backs The three midfielders Those are the players the back three work with constant and provide them with the ball. Here we see one of the centre backs collect the ball and then play it forward to the unmarked wingback. This is one of the main ways we play out from the back and use the width. The goalkeeper either kicks it or rolls it out to one of the defenders (normally the outer ones) who then pass it to the wing-backs. They also pass it to the midfielders but the wing-back option is one of the main source of passing they utilise the most, as it’s easier to pass to them because they’re usually unmarked. So we’ve seen a few examples of them collecting the ball from the goalkeeper but they also provide the midfield with the ball too. It’s nothing spectacular, the defender is just keeping it simple and passing the ball to the unmarked midfielder. This allows us to keep the ball moving and you can see from the image, how two Chelsea players charge the midfield down instantly. This in turns creates space as those two players have left their position. Keeping it simple and allowing players to just do the basic stuff like pass the ball around to the players not marked and to keep the ball moving is all the defenders really do. I don’t need them to do more than this or try to overplay the ball, there is absolutely no need for it. The Wing-Backs I expect the wing-backs to provide width down the flanks as well as be supporting options for the defenders to distribute the ball to them. They should also offer support to the midfielders and more importantly, provide a supply of the ball to the two strikers. As I use a 3-5-2 it means any natural width comes from these players, if they fail to do this then it can become very narrow and crowded in the centre. So the responsibilities look a bit like this; Provide width. Offer support to the defence. Supply the ball to the strikers. Link with the midfield either distributing the ball to them or providing support. Those are the main things they should be doing constantly throughout a game. Now we’ve already seen them linking up with the defenders and being a passing outlet for them. But let’s take a look at some examples of the other stuff they offer. In this clip we have the left wing-back providing the width and in doing so, loses his marker. We then see him make a darting run forward but when he receives the ball, he checks his run and holds the ball up. One of the reasons for this is he doesn’t really have any forward options and he’s been heavily closed down. This doesn’t matter though as I only want him crossing the ball when we have options and he is able to drive towards the byline. He can’t in this example. So by checking his run, he is able to play the ball back to the deep-lying playmaker (Bentancur) and then carry on his run. Due to how he played the ball backwards, we are able to keep the ball moving and look at the space that was created, when the wing-back is closed down by three different players. A little later in the move, I actually scored but the wing-back wasn’t involved with the latter staged of it. However due to what he did in the clip above, the move wasn’t wasted and he created the space by occupying three players and forcing them to cut across to deal with the danger he posed. This means that elsewhere on the pitch, those same players had ground to make up now to get back to their positions or to where the ball had gone. When I speak about creating space and movement, it’s this kind of stuff I am talking about. It’s all about making the opposition make a decision and whatever that decision is, it being the incorrect one. It’s this that makes the whole pitch open up and free’s players up. Give the opposition many options to deal with at any given time and they’ll not be able to cover them all. The same goes for moves against you too, the more decisions you have to make or deal with it at once, the less calm and more panicked you’ll be. Supplying the ball to the forwards isn’t only focused on crosses, they also pass the ball early if they see such an opportunity to do so, like in the above example. Once simple direct ball and instantly the opposition are on the back foot. Don’t get me wrong, wing play is a big part of their job but they also mix it up and do things like this regular too. The Midfield Trio Having variety is good and I believe I have this in this midfield set-up. I started out by kind of replicating Sheffield United’s real life formation. But it’s not a full replication just elements that I discussed in the other articles. I’m now five seasons into the save and I still play the same way as I did in the Championship, I didn’t change a single thing. One of the only things that have changed is the player quality as I’ve brought new players into the club. The main job of the midfield is; Provide runners Support the strikers Keep the ball moving Supply the strikers with the ball The midfield has to provide all of the above, if not it means more pressure on the wing-backs providing this, which is something I don’t want to do. I want variety and don’t want to be predictable in the way we attack when we have the ball. Variety stops us becoming one-dimensional, as being one-dimensional can be a bad thing especially if you have a bad day or a player doesn’t do what he should. That’s why I need to always make sure the midfield provides the above. Here we see Arthur who is playing the deep-lying playmaker role drive forward with the ball because Watford are defensive deep with ten players behind the ball. As he drives forward the centre of the pitch becomes more congested and realistically there is no way to get through the in this area. So what we do is use the width of the wing-backs as play has become very narrow. By the wing-backs keeping width this allow us to use the pitch to open them up. The right sided wing-back cuts inside (he’s actually a left wing-back so is left footed playing on the right) and passes it to the centre midfielder who is on an attack duty (Nemeth), who actually finishes the move at the end. So Nemeth gets the ball and immediately passes to the striker who then looks and playing in the left wig-back who kept his width throughout the move. This allows us to use the entire pitch and switch play for one side to the other in a matter of seconds. From the ball being on the right side of the pitch, we were over on the left side with-in six seconds by working the ball really well. This makes it hard for any side to defend against when you move from one side to the other in a very short space of time as it means the oppositions entire defensive unit needs to shift across and this creates chaos which in turns creates space and movement. Once the ball reaches the left side of the pitch, look at how both the strikers and the central attacking midfielder attack the space and push forward. The central attacking midfielder is the late runner and that’s why he gets on the end of the cross. But also note how the central midfielder on a support duty and the deep-lying playmaker hold position on the edge of the box. This will allow them to pick up and loose balls or even be a deeper crossing options. You don’t want every player to get into the box or arrive at the same time. It’s best to stagger them if possible to create such variety. Again though, it comes back to creating many options for the opposition to deal with at the same time. In this clip we have Arthur (the DLP) pass the ball to the central midfielder support, who then does a lovely pass to the right wing-back. If you watch to the very end though you see one of my players who arrives late in the box, this is my central midfielder on an attacking duty. He is providing support and being the late runner into the box, which is always a good thing. If you look, he is unmarked and an acres of space if the wing-back can pick him out. We’ve seem a little bit about what the midfield offers and how they link up with the rest of the side. I could add plenty more examples though but the article is already long, so it’s something I might revisit depending on how popular it is. The Strikers I’ve wrote about the strikers in this system already, I did two stand alone articles for them; https://teaandbusquets.com/blog/forged-steel-meet-david-brooks https://teaandbusquets.com/blog/forged-steel-deep-lying-forward The David Brooks article takes a look at how I utilise him as the advanced forward and show clips and stats. While the deep-lying forward one is about Billy Sharp and what he offers the system and how he plays it. I feel that both these articles go into more depth and specifics, so don’t really need to add striker examples to this article. But if I do revisit the article at a later date, I’ll be sure to add newer examples. There will be a follow up of some kind anyway because I want to illustrate good team moves and show how some of the goals have been scored.
  25. 19 points
    What I don't understand, is why you decided to make the game completely unplayable for a lot of players without gaming PCs, just because of match day graphics. FM is the kind of game where you spend 80% of your time in menus, how the actual matches are looking was always the least of my worries. Especially a few years into the save, where watching matches becomes more a burden than anything else, because you know exactly how your team plays. Let's be honest, how many players do you think will actually enjoy seeing the same 5 seconds long 3D intro before they skip it, 5 years into the save? And this is why you decided to turn your back on a lot of loyal, older, less tech-savvy players, that have been with you since the beginning of the franchise, but will now be unable to play the game unless they buy a new computer? I'm very disappointed with your decision to completely remove the 2D engine. I know that you've mentioned new graphics in the promotional videos, however you also have to understand that a lot of players trusted you to leave the option that helps the performance on older computers, in the game, like you did in previous editions. I'm afraid that FM18 will be the first FM in 6 years that I will not be purchasing.
  26. 19 points
    I will also add my voice to those who dislike the all caps headers on each page for players etc.
  27. 18 points
    Back again for another year! Instead of doing 2 different DBs this time, I've put all my efforts into one real-life DB going all the way down to the bottom of the junior ranks. Also, it always annoyed me playing in the Lowland League with no real players when the Highland League had full squads...so I've been watching various games and working with some of the clubs to make real squad lists this season! A huge thank you is owed to the SLFL's media man Michael Park, as well as representatives from Cumbernauld Colts, Edusport Academy, Uni of Stirling and BSC Glasgow for their help with this. Here's a brief change list: Addition of all leagues in the SFA pyramid, as well as the SJFA ranks underneath and relevant cups Lowland Squads added to complement the Highland League's detail level Managers added at all playable levels Cups corrected to work as they do IRL, with the Scottish Cup and Irn-Bru Cup seeing changes Graphics pack for logos (all teams and leagues) available Working playoffs at every level (including the seperate strands of the SJFA) *PENDING* Junior league reconstruction after season 2017/18, as will happen in real life This saw over 10k downloads last year, hoping to get even better this time around.
  28. 18 points
    Part Two - Creating A Tactic Based On A Simple Idea Without And References The Objective A little earlier in the series I wrote a little about why I was using the W-M formation. If you missed it, then the short version was that I wanted to give it a modern-day twist. The reason for this was mainly because I wanted to add an extra difficulty level to my saved game, so I felt it was a challenge. It all fits in with the no attributes thing I am doing. That as the reasons behind using this shape but is that really an objective, I’m not sure. So let me explain a little further in what I want to do. I want to win games, pure and simple. I don’t want to set up not to lose, I want to set up to win. This means I will have to take risks and not be as conservative. Setting up not to lose is very different to setting up to win. Think of Jose Mourinho at Manchester United, he set up not to lose a game and didn’t try to win games that often. The same can be said about Nigel Clough when he was the Sheffield United manager. Both managers focus on playing in a negative way, I want to be a positive manager and take risks. The objectives come down to; Playing to win Play a good brand of football I don’t want to focus on the style of football I want to play as that will come in the other parts because good football can be many things. But these are the objectives. Understanding The Roles And Team Instructions When creating a tactic, you need to have some idea of how it’ll function on paper. It doesn’t matter that this might be proven wrong at a later date. But initially you need to have some idea of how you think the roles all link together as this is what we have to work from. There always has to be a starting point. Let me talk you through what I selected and why in the W-M formation. Vertical Tiki-Taka offers me a balanced mentality and is quite direct at times, so this suits the ideas I have much better. I’ve not touched the team instructions yet, everything is still default. I won’t be altering any of this until I’ve seen it played for three consecutive games. That way I can build a much better picture of how it functions and pick up any patterns that I spot. The narrowness are something I want to try to keep though, it will help us stay compact and be much harder to break down, even though we might give up space in some specific areas. Giving up space is fine though, as long as it fits your overall strategy and you don’t become easy to break down. The four important things for creating a tactic for me is movement, supply, support and scoring. Each tactic to be successful needs these elements. So really focus on this when deciding on the roles and duties that you'll use to create the base tactic. Picking the roles is probably the part people struggle with. I find that if I am struggling, then start from the front and work backwards. So what I'd do is focus on the main priority of all tactics - Who will score the goals?! Once you've identified this whether it be a striker, midfielder or even a wide player, then you should focus on the next stage which is the supply. Who provides that scorer with the supply he needs and what kind of supply is it. Will his goals come from through balls or crosses or even a mix of those things. Once you know this then the roles you need to use become more obvious as a lot of your choices, will not have this as part of its skill set. Your choices automatically rule out certain roles because of what the roles do. It makes it much easier to select a role because instead of having maybe six different choices for a specific position, you are left with one or two. Just carry this thinking on throughout the whole process and before you know it, you'll have something similar to what I've set out below. The four important things for creating a tactic for me is movement, supply, support and scoring. Each tactic to be successful needs these elements. So really focus on this when deciding on the roles and duties that you'll use to create the base tactic. GK - I’ve gone for a standard keeper here but I think eventually he will have to be a sweeper keeper. I think him staying on his line and playing deeper, might make me more vulnerable, especially if the central defender pushes up. I need all the defensive players to play as a fully functioning cohesive unit. Any big gaps between the players, and this is something the AI could possible exploit. CB - I don’t want anything fancy from him, I just want a good old-fashioned no-nonsense defender. IWB’s - I don’t want players to cross often down the wings. I want t force play into the central areas were I have the numbers. I think these roles suit that better than the others available. There is a concern here though and that’s that I could become too narrow at times or that they push too far up the pitch. So I’m not 100% set on these roles but they are the best fit as a starting point. HB’s - The two half backs will allow me to revert to a flat back five when the opposition attack me. This will make me harder to break down and offer protection to the lone central defender who might become isolated without them. RPM - There has to be someone who can play with the ball at their feet and bring it forward. He is very much the link player in the system. Without this type of role, I struggle to see how the ball would get to the attacking players. Mez - A very aggressive role as I try to overload the central areas. It’ll be interesting to see how this plays out, especially with the inside forward possibly taking up the same areas. It could be problematic on FM18 and forced one of them to act in a way that was the intended behaviour of the role. With the changes in FM19 though, this shouldn’t be as much as an issue as before. IF’s - Scoring goals and providing support to the striker while trying to cause the opposition defence issues is the main aim here. I’m not sure on the duty allocation just yet and might end up having one side more aggressive than the other. But it’s something I really need to see in action first. CF - When creating a lone striker formation, this is probably the role most will struggle with. Any number of roles could possibly work. I’ve tried to select a role that offers a bit of everything. I didn’t want to use one who dropped off the front constant and was more focused on linking play with the IF’s. As I have the Mez who will be venturing forward a lot too and space is likely to be limited to begin with. The last thing I want is someone else constantly dropping into the same areas. It might be a role I change after a few games but I think whatever role I end up with, will be one that is very attack minded and focused on occupying the central defenders and playing in and around the box rather than outside of it. As you can see, I have a vague idea how the roles and settings should link together in theory. This gives me a basic idea of who is creating the goals, scoring them, which players are creating the movement and so on. Whether this works in reality as I think it would, doesn’t actually matter at this point. As you’ll see later in the series, when we start the analysing stuff. What Does The System Offer After I’ve done all of the above, I need to take a look at the shape I’m using and see what the system actually offers me, as well as focusing on the areas we will struggle with. This is a very important part of creating tactics because it allows us to know what we are good at and potentially what we could struggle with. If we take a quick look at how I’m set up I can talk you through what the system offers me. These are the roles and duties I currently use The key to the W-M is how I’ve set up to create overloads in the central areas of the pitch. This is one of the biggest advantages the system offers me currently. The majority of my play and goals are likely to come from these areas. The inside forwards, roaming playmaker and mezzala will all look to overwhelm the opposition in the final third. Using inverted wing-backs will also see them reinforce the midfield and central areas in attacking phases of play. This allows us to keep recycling the ball in the central areas and keeping the opposition under relentless pressure. The above screenshot shows us overloading the middle with six players attacking players in the final third. The IF (on the right when looking at the screenshot) is dropping off the front to receive the ball. He is creating space and movement by dropping deeper towards the ball, as the defender is following him. The players who aren’t labelled with roles, along with those who are, are also in good positions to recycle the ball should the move break down. Or if we lose possession and the ball is then cleared, these players will either be able to retreat to cut out the threat or chase the ball down and play it back to the advanced players. Remember though, just because I showed you an in-game example of how this worked out in this scenario, doesn’t mean it’s a constant thing. It’s still very much an idea just on paper for now and showing an in-game screenshot is jumping the gun slightly. But I just wanted to show you a visual to help you think about how the roles and settings you initially choose, could play out in the match engine. Another strength of the initial shape is when the opponent attacks, the midfield drops right back, clogging up the centre of the pitch, keeping two half backs in-front of the centre backs, essentially making a solid flat back three at times. Due to this, it makes it hard for the opposition to penetrate me from central areas. And when the inverted wing-backs regain their position, I have a flat back five. For me those are the two main benefits of the shape and while there are a few more benefits, I don’t think it’ll be beneficial to speak about them just yet. The whole idea of this series is to talk you through each phase of the tactic creating process a step at a time. This will allow you to build better tactics without being overloaded with information to begin with. The important thing is to focus on a couple of the strengths you have with the shape, roles and settings you’ve decided to use. Naturally Exposed Areas Understanding any potential weakness you could have in your system is every bit as important as understanding the strengths. This will allow you to understand were the opposition might hurt you with their play. Then you can decide whether the risk vs reward side of things is worth it. Something I’ll focus on in a lot more detail later on. The W-M is very vulnerable to attacks down the flanks, especially to the quick, direct counter attacking styles of play. It can also be susceptible to quick changes of play to the opposite flanks. You only have to look at the system overview earlier in the article to be able to automatically see this. The roles and duties you use will further impact this and make the issue more bearable or more exposed depending on how it affects your overall balance. Another area that could potentially be exposed is the space between the central midfielders and the defenders, should the half backs drop deep to form a solid three or five with the rest of the defenders. This could give up important space just in front of the defence. Now we’ve got enough of a picture to know what we should and shouldn’t expect from the system we are creating. The next step is to analyse if your ideas do work when you play games. Or whether you need to make slight changes based on what you actually see happening in a game. In the next article it will focus on that next step as we dive into the analysis stage. It’ll be a different type of analysis than you have seen from me before though, as I will be breaking things down into key stages so it’s easy to understand, follow and more importantly, easy for you to do in your own save.
  29. 18 points
    This was make it or break it for me in FM19. I've held back any criticism and tried to help as much as time allowed me with bug reports and such, but what's the point when none of them were taken into account by the looks of this new ME. Sorry SI but this is pathetic.
  30. 18 points
    Part 2 CREATING INTERESTING TRAINING PROGRAMS The goal of any manager is to combine training programs that give the squad the best. Many of the tactical presets come with their own training programs. If you are keen to begin to make your own, understanding how they have been set up is a good way to start. Here are some insights on certain facets of training that one could easily overlook. FM19 sees some big changes in training. For example when you go to the Training panel and click “Edit Coach Assignments” on the right, you will find that coaches now work differently Changes in training now offer managers more options for getting the squad ready. To give you a few examples. With focused training you could as a newly promoted side elect to focus on Set Piece Training. You can also choose to do different kinds of programs as match preparation for an upcoming game. You can also choose to get specific players working on set piece delivery. Another option is to focus on physical development. Here you can choose to get a side to focus on Physical training and you can also direct individual players to add additional focus training to Set Pieces or Attributes. As you can probably surmise, training can now be more organically set up so that you can develop your side the way you want them to play. Here are a few recommendations for a specific style of football: Physical-based Training -Can be used by a newly promoted side that wants to focus scoring goals from counter attacks and set pieces. *NOTE We have purposely chosen an extreme case here with this intense schedule just to show what you could potentially do. Ideally you’d not use as many extra sessions as we created in the table. Depending on what the actual type and amount of sessions you use, this could make the schedule a lot more intense, so be wary of what the session's actually do. As this can change how light or intense a schedule can become. This is a physically intense training session that focuses a team on developing physical attributes. It also incorporates programs that prepare a team to attack and defend corners as well as improve set piece delivery. The last two days are rest day. Sunday is a rest day, but technically Saturday would be the most intense day if it was a match. Would also be worth including a Match Preview session, unless you specifically want to exclude it. Remember Match Preview contains the pre-match briefing. Each week’s training program creates a chance for changes to : ● Injury Risk ● Physical condition ● Fatigue ● Match Sharpness ● Team Cohesion ● Happiness ● (Attributes) ● Upcoming match boosts ● Tactical Familiarity One can set up training schedules for preseason, weeks where we are playing one match per week or weeks where we are playing two matches per week. We can also create unique plans for specific opponents. You could for example prepare for a cup final match by focusing squarely on set piece training in the last week before a final. Training schedules work to prepare a side with attribute development, squad cohesion or even match preparation. Previous editions of FM had a separate match preparation slider. FM19 sees a more dynamic match preparation where we can specifically assign our team to work on targeted areas for games. It’s worth noting that, all else being equal, the training schedules themselves dictate how a player progresses not if a player progresses. COACHES AND TRAINING Coaches can be assigned to different training categories. The key thing to note here is that the quality of training is affected by the attributes of the coach and workload. If the coaches workload is too heavy, the quality drops. If his attributes are low then the quality he offers is low. The difference between 4* and 5* is actually quite minimal, but it will give you that marginal gain that could make the difference. What you want to be doing is balancing their workloads and ensuring you pick the right coaches with the right star ratings. Most categories have a primary and a secondary attribute that we need to meet in order for them to have high star ratings. These can change from time to time, so what you want to be doing is looking out for coaches that fulfil either Technical, Mental or Tactical in the secondary attributes. For example if I wanted a coach to handle ball control I would look for Technical and Mental as attributes. A significant change to goalkeeper training has been made in FM18 which could affect the way your sweeper keepers play and this is caused by the inclusion of a new training attribute for coaches - GK Distribution. Basically this calls for coaches to work with keepers so that they can distribute the ball more effectively. Keepers who have good vision are going to benefit and they may also start attacking moves from their distribution of the ball. When you look at the coaching attributes and you co-relate them to the training schedules, you will realise that certain coaches work on improving specific attributes within their specialisation. So it’s always a good idea to find the right coaches for specific training goals that you are aiming to achieve. For example if you wanted to focus on developing first touch in your team as a priority, then you need to find the training sessions that cover that and you also need to employ the right Possession/Technical coach for the job. The quality of training is also affected by your facilities. You need to continually develop your facilities over time to give your players the best kind of training possible. And don't forget the cost of this increase over time. The more you improve them, the higher the cost of running the training facility becomes. You should also look to hire coaches who fit your style of play, however to be honest, this is the lowest on my priority list. Assistant Manager A hands-on manager is able to tailor training precisely to their squad and philosophy. If you want to control training then you’d stay incontrol of it yourself. But if you want to hand the training responsibilities over to the assistant manager, then they’re more than of using well balanced schedules. The assistant selects schedules based on: ● His attributes, preferences and tendencies - for example, Hardness of Training, Attacking, Tactical, etc. ● Time of season ● Type of club ● Players ● Tactics If you are giving control of training to the assistant manager, then it’s worth while hiring an assistant manager who reflects your beliefs and style. That way, he will be more likely to select schedules that suit your overall philosophy, compared to an assistant manager who has a contrasting style to your own. ACHIEVING TACTICAL FAMILIARITY The term tactical familiarity refers to how well your squad understands the requirements of the tactical system you are playing with. The better a team understands the tactical system, the better it performs. Achieving familiarity is easy if you understand what this entails. Tactical Familiarity is done on an individual player basis. Team Cohesion governs how the team then comes together. To become familiar with a tactic players in a team need to develop an understanding of: Mentality, Passing, Tempo, Width, Creative Freedom, Pressing Intensity, Marking and Position/Role/Duty.You can check this information out by visiting any players Training page found under Training>Development. How familiar a player is with the teams tactical style is indicated there. This page will indicate amongst other things: ● Position/Role/Duty a player is training for ● Additional Focus ● Intensity Level ● Coaches Training report ● Medical Report ● Tactical Familiarity How do you improve tactical familiarity? Adopting training programs that incorporate tactical familiarity elements. These programs are usually the General, Match Preparation, Attacking, Defending, Tactical and Goalkeeping programs. ● Whenever you use a new tactical system, you can incorporate these training programs within a schedule of programs to ensure that your players achieve tactical familiarity. ● Players also need to play the position in an actual game to see the results. Whenever you use a new tactical system, the amount of familiarity the team needs to gain will depend on how much the new system deviates from the old one. For example if you are using a 532 and change to a 5122, then the deviation is mild and the side may only need to play the new system a few times to become accustomed to it. However if its a radically different system, you may need to incorporate training programs that include tactical familiarity elements so that a side gets used to it. How quickly a side becomes familiar with a tactic depends on the number of systems being learned, the kind of training sessions being used and whether you are able to get as many players used to it in time. Matches are also essential to tactical familiarity gain. The recommended number for pre-season is 6, assuming you start with ‘early’ pre-season. A side can become fluent in tactical systems as quickly as 4-6 weeks under the right circumstances, though this would be unrealistic, as you would only be training one tactic and using the same 11 players for 4-6 weeks. Miscellaneous One thing you could struggle with throughout your save is fatigue is you aren’t using a Sports Scientist. The reason for this is that a Sports Scientist helps with fatigue throughout the week’s training schedules. If you don’t employ one, then players with fatigue problems might be a common occurrence. So be sure to keep an eye on this, if you are suffering from fatigue
  31. 18 points
    THIS IS NOT A TEST, I REPEAT, THIS IS NOT A TEST! https://community.sigames.com/topic/448293-football-manager-2019-beta-available-now/
  32. 18 points
    I am on the outside here though have read the thread. Neil, I really don’t feel it is appropriate to state the OP was removed from a SI program and the reasons for it. On a personal level, I stopped sending in PKMs years ago, simply because the same bugs continue to exist year on year.
  33. 18 points
    If even @ElPayaso is giving up, all hope is lost Jokes aside, he's right and I can totally understand his frustration. For the Nth time, we're not talking about some minor aesthetic issues or about "I can't win the CL with Watford in 2019"... The BASICS of the game have been regressing over the years. Bugs and quirks we've been reporting in detail, version after version, patch after patch, are still there in all their glory. Or have been overmedicated, creating similar, but opposite, issues. And all we got is a "oh well, the game has been improving a lot, we had 456145 fixes you can't see right away but that are definitely there" at best. Or "We can't fix it now, but it's in our to-do list for 20xx" at worse. All the while mods or other meembers keep on defending the game well beyond a reasonable level of loyalty... Heck, I got a warning for using the word "apologist", as if I was cussing or something. (Sorry, I can't let that go...) There clearly are issues that should have been solved, or at least limited, years ago. The "he surely didn't mean that" chance/goal on miskicked crosses is probably the most blatant. Alongside AI squad-bulding, registration problems, unrealistic transfers (like mediocre over 30 players relocating across the continent or the globe for peanuts), tedious and improbable media interactions... And the list could go on and on and on... The most frustrating part, besides the token replies, is how we, paying customers, are expected to still be unofficial beta-testers. I can understand the need for a savegame if I report a unique bug that's the result of uncommon combinations of events, but if I'm reporting rather general problems or scenarios that can be replicated in 10 minutes, I don't see why I should keep 20 saves around just in case something odd happens and the devs need a save "before the problem occurred". I don't really care if I still get "value for money" or "longevity" because the fact is out of the 200 hours I may have played, a tiny fraction of those have been actually enjoyable. The rest was painful trial-and-error with TC, PI, OI, interaction, press conferences, team dynamics... all of that while trying to find a career I can enjoy with a better fun/fuss ratio. Again, we're not debating about "I want to spend my wage on blackjack and hookers" or "I want to design my team's uniforms". The debate is about how many huge FLAWS have been around for like a decade, basically since the inception of the 3D (and some were probably already in the 2D, but were less blatant due to the less impactful visual). I think nobody would argue that having CBs defendig properly, FBs not leaving acres of space out wide, wingers understanding crossing, and shots not hitting the corner flag wouldn't make the game more fun. Or at least more realistic Then there's the TC, but that's a bigger debate. Still, having understandable and straigh-forward TI is another rather universal point we can all agree on... All the current instructions only create confusion, while an ACTUAL wizard, a WYSIWYG tactical creator would solve half of our problems and reduce the amount of rant topics in GD: It's not about "fun", it's about FM being a football management game, not a Football Manager management game
  34. 18 points
    Deleted a couple of the more sexist responses to this. So think before you type because next time I'll just infract those posts instead
  35. 17 points
    Just to clarify to users how the feature request process works. Because the development of Football Manager works in cycles, ideas for future versions have to be decided well in advance. This means that even now we have a database filled with features earmarked for any potential future versions of the game. However, just because we've got ideas earmarked for doesn't mean we can't potentially make room for new better ideas! This is where you all come in. Now unfortunately due to the way our cycle works, we can really only go through ideas a few times a year. We recently made a large change in how we log feature request ideas internally, which means they're entered in such a way that makes them much clearer and easier to discuss internally. Due to this new process for the feature logging system and the time it took to create said system (yes it was like a feature meeting to discuss how to log features!), there was only one major sweep of these forums which was conducted in December 2016 (to make sure the ideas were considered for Football Manager 2018). That means later on this year we'll be due a large sweep of all the suggested ideas which could potentially be included in future versions of FM. So please don't be discouraged if you post a feature and don't get a response. Once they have been reviewed they will be replied and locked with a 'Reviewed so locked' message. Some of your ideas will have already been discussed previously. Others are already in line to be in future versions. Some may be used to pad out or improve pre-existing ideas. And some may be so good we'll slap ourselves on the forehead and ask "Why didn't WE think of that?" And some, lets face it, may be something you'd love and everyone else would hate! We really REALLY appreciate every person who has taken the time to suggest any kind of feature. Our game really wouldn't be anywhere near as good as it is now if it wasn't for people like you.
  36. 17 points
    I think virtual Mourinho needs to have a chat with the real one.
  37. 17 points
    1st thing to do on this seasons game. Change Schalke to Gelsenkirchen
  38. 17 points
    I don't agree at all. Nobody uses 2 F9s together because it's tactically a bad idea. Users should be allowed to try tactical bad ideas, just like they can pick a tactic with 0 defenders or every player on an attack role, etc. If the match engine isn't robust enough to handle this and 2 F9s play like an exploit, then fix the underlying cause for the exploit (are defenders tracking them too deep? is a player dropping deep to link up too effective?), and progressively the ME will get better and better. I realise this can be harder to deal with from the coding side, because the number of possible combinations increase exponentially, but we need more freedom, not less freedom. If FM is a serious simulation game, then it should focus on making an ever more robust representation of how football works, as a blank canvas where bad ideas on the pitch are punished, not restrict users to ever tighter ideas of how football should be played, according to you or to SI or whoever. By the way I have a tactic that uses a MCR Carrilero together with a AMR - the idea is that he should cover for the AMR which is a wide Trequartista hence a lazy/free role that might sometimes go amiss when defending the wing. This is an example of creative tactical thinking, that would not be possible under your idea of tighter restrictions. What the ME should do is, evolve in order so that the AI can exploit the downsides of supposedly bad choices like this - since I'd be leaving a hole in the middle by using a winger + a midfielder that leaves the middle to move to the wing, maybe they could then cunningly attempt to exploit that space. The double SV exploit is an even more glaring "bad tactical idea" - an evolved, clever AI would just leave a player sitting in the hole (AMC) to exploit that nice enormous space that has been opened up for the counter. This is what would happen in a real match if a manager told their 2 DMs to rush forward - the opposition would love that! And use it accordingly. Adding this level of inteligence would be benefitial for the game. Instead you just want to forbid it from happening in the first place. To some extent I can imagine forbidding more and more cases like this, actually being harder to code (on the long term). Instead of writing difficult and advanced but generic functions that deal with generic cases like, "if a space on the pitch opens up to be used, then exploit it", you guys want SI to hardcode and hardcode and hardcode specific behaviours and roles and restrictions. These might look easier to understand, but over time pile up on each other and make code ever harder to maintain. I know the intention is good and on the short-term it can probably help the game by allowing only nice realistic, controlled scenarios, but on the long term surely this restricts the evolution of a more advanced, freer engine.
  39. 16 points
  40. 16 points
    With the number of changes to the training module, several of us got together along with @Seb Wassell the man behind the training module to whip out the one true training guide. Training is no longer a numbers game. The module now works together with the Dynamics, Tactics and Medical Centre modules. So understanding all these modules will serve everyone well. What we have done is put our collective effort behind this piece of work. I want to thank @Cleon and @Seb Wassell for helping me put this together and @herne79 and the other mods for their unflinchingly tedious work of answering all training related questions. As always there are some examples listed in the training guide that are personal opinions. A video guide is also included in the 3rd post. PART 1 Mentoring ● How does it work Training ● New Training Elements ● Sessions, Match Rules, Travel Rules, Away Matches ● Impacts ● Training Units ● Training Strategies – Balanced and Role Based ● Training Rating ● Individual Focus Training ● Squad Training ● Training Impact PART 2 ● Creating Interesting Training Programs ● Coaches and Training ● Coaching Categories and Attributes ● Assistant Manager ● How to Achieve Tactical Familiarity ● Miscellaneous PART 1 With the introduction of Football Manager 19, we see some big changes in terms of how training and mentoring (formerly tutoring) now work. Football Manager 19 has taken a step towards realism in how both these modules work inside the game but at the same time, have took us away from the intricacies of previous version of the game. What I mean by that is, we don’t really need to know the inner workings any longer and we can focus on the game aspects above all else. On older versions of the game, it felt more like adding numbers together to find the perfect formula and once you hit that magic number, you couldn’t really fail. That’s all changed now though. So now we will take a look at the two modules and discuss the changes and what this means for all of us playing Football Manager 2019. Mentoring Mentoring replaces tutoring as we knew it on older versions of the game. It’s similar in terms of what it does overall but also very different with how it works. Many of us all knew that while personality was only supposed to be part of the overall equation for a player reaching his potential, once you had a good personality type it was easy to get the player to his maximum potential. Normally this could be done by just playing regular. Whether you admit it or not, it wasn’t a realistic way and was almost an exploitive way of playing the game. It used to be the first thing I did on all saves, give players the best personality type I could find and then with-in a few short years they’d be at full potential. It all felt too easy as we was beating the system and we’d have many players with awesome attributes for their age. While we should have players with good attributes at younger ages, it shouldn’t be as frequent as it was. So mentoring is what we have now and presents a more realistic approach while more closely follows how it works in real life. Many of you had wanted these changes for many years and now we have them. We have to forget about how it might work under the hood as SI have moved it into a direction where we should think about it in a more realistic way. Which is fair enough and the correct approach to take. With this in mind, it’s highly unlikely we will ever know the proper calculations used any longer so don’t expect to see any specific numbers thrown around. And if you do see anything talking about percentages or exact inner workings, know that it’ll be false. Only SI know this stuff now. 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 an U18 player unless they are in the same squad. So you’d either have to demote the senior player or promote the younger player in order to create a unit they both can participate in. 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 fulfill 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 (PPM’s) 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. Training The new training module looks complicated but it’s easy to understand once you get used to how it now functions. Training now influences how well your team plays with your tactic. Training programs can influence players tactical familiarity with tactical systems and provide certain boosts for upcoming matches; your primary tactic will define the tactical identity of the club which in turn helps to determine the type of training to plan. So if you were to adopt a tactical style that is “Tiki Taka” while nothing will stop you from adopting a balanced approach to training, a more focused one that works on attributes that help execute your Tiki Taka style may give you higher dividends. Naturally the latter is more time consuming and takes a fair bit of planning. FM19 provides managers with a more organic approach to training where they decide the focus of training during the course of a week. Note - Semi-pro and Amateur teams have a reduced schedule to reflect the fact that they have considerably less time for training than professional teams. Youth have their own bespoke schedules but can be trained in the same way as any professional senior team if desired. New Training Elements Each day is divided into 3 training times. Session 1, Session 2, and Extra Session. And there are 7 days in a week, which give you a maximum of 21 training sessions. As a manager you are free to leave training in the hands of your assistant manager, or you can create a specific one for your team. These are some of the constraints you will work under should you opt to take the latter route: Sessions ● Each session has a maximum number of times it can be applied to a single week of training. ● This maximum for most sessions is 7. The exceptions to this are: Match Practice, Recovery, Match Preview, Match Review, Rest, Penalty Taking, Community Outreach, Team Bonding. ● Match Review requires a Data Analyst. Recovery requires a Physio, Sports Scientist or Doctor. ● Match Preview and Match Review can only be selected on days adjacent to a match. ● Every session is made up of "Items". These are: Attributes, Tactical Familiarities and Match Effect ("Upcoming Match"). Extra-Curricular also impacts fan confidence and morale. Match Rules ● All matches fill the Session 2 slot, no matter the time of day. Realistically the entire day is given over to the match. ● When creating your own Schedule, only S2 can contain a Match. ● Every default match day, that being those included in the templates or when initially added to a custom schedule, has the following sessions around it: ● Everything but the S1 and ES Rest (or Travel) sessions are editable, but I would not recommend losing Recovery or Match Preview - this contains the Pre-Match Tactical Briefing. ● S1 the day before has no rule, it varies based on template. ● If the match is away from home, these Rest sessions may become Travel. See Travel Rules for more. Travel Rules ● Travel will occur if the match is away from home and the distance between the stadiums is more than 15 miles. ● There are two types of travel, Short and Long. ● Short means travel during S1 and ES either side of the match on match day. ● Long means travel during S2 the day before the match and S1 the day after the match. ● When travel occurs in a slot that previously had something other than Rest - which should only occur in pre-season or custom schedules as all other templates are built to accommodate - the session will be replaced. Moved Matches ● By default, all template schedules have a 0, 1 and 2 match version. These are obviously applied as appropriate. Match Practice also occurs on these days when applicable. ● By default the match days in all template schedules are Saturday (1) and Tuesday (2). ● If a match occurs on a day outside of these, or is moved, the following occurs: ● Match day and all required surrounding sessions, see Match Rules, are moved to appropriate day. ● The day that was previously here is shifted along in the week. ● The subsequent days are also shifted, filling the previous match day and making room for the new match day whilst maintaining the style of the schedule. ● If there are three or more matches in a week we use a special Fixture Congestion schedule. Impacts There is an overall training load that is the cumulative effect of the physical activities of a player during a specific period of time. Throughout the training process you are trying to balance overall training load, with individual focus, match appearances and training intensity. Your medical team will warn you if you are pushing a player too far, and you will be informed of his training levels. You can increase the intensity of training by either adjusting the programs and adding more intensive ones so that the daily training intensity breaches 100%. When this happens for example you will see the risk to injury, fatigue and condition go up. Please bear in mind that while it's good to have 3 tactics or more, adding more secondary tactics means that your team may take longer to achieve full tactical familiarity with all systems. TRAINING UNITS A squad is divided into 3 units for training purposes. These are Attacking Unit and Defensive Unit, collectively known as Outfield, and Goalkeeping Unit. When Set Pieces are trained the set piece takers, as set in tactics, form their own temporary unit. As a manager you will decide who will belong to which unit for training development purposes. Where a training program specifically targets attribute development for one unit only, then the other could spend time training working on developing attributes that focus on their specific roles. The unit which is the primary focus of a session will see the biggest impact. For example: In the Ground Defence session, the defensive unit focuses on working and developing their attributes, whilst the attacking and goal keeping units focus on developing their individual roles. In this example, the defensive unit’s development is focused on a specific set of attributes whilst the impact on the rest of the players is less and focused on developing attributes for their roles. In the Attacking Wings session the Attacking unit attacks the Defensive unit. The Attacking unit is the focus of the session so receives the largest portion of attention from coaches. It is important to understand how Units are set up when you want to develop your own training schedule as this could impact development. Here there are several strategies one can use once you understand how you can divide your squad into Units. I will give two examples of how you could approach training based on what you are wanting to achieve; Balanced Strategy: You opt not to assign specific roles, instead leaving them on a generic role like a central midfielder for example. When you divide the team up you do not assign specific roles instead letting the game assign attribute development based on the roles the players have been using in their games. While this can work, its general and does not really create a tactical identity for the club in our (Rashidi/Cleon/Herne) opinion. If you believe this can create the tactical identity you want, then there is nothing stopping you from taking this approach. Role Based Strategy Here you go through each player and set their roles up with a goal of seeing them become better within an overall tactical framework. This approach also includes specific focuses to strengthen weak areas of a players game. Here you are creating a specific identity of a team, however the tactical identity of the team can be refined further if you understand the styles you are trying to achieve. This is where the linkage between tactics and training kicks in. There are various training strategies you can employ and the game comes preloaded with a set of tactics styles to help you get started. Assuming you wanted to adopt a Tiki Taka tactical style, when you go to schedules and want to create a training schedule specific for that style of play, there are already presets that focus on attribute development along that line. More advanced users can easily adapt these styles to their own needs or create tactical style from scratch and then develop training strategies specifically geared for them. This is a powerful specialisation approach. However to pull it off well, one needs to understand the conditions you work under. TRAINING RATING To keep track of a players training performance, each player is assigned a rating between 1-10. This rating takes their performances over a 7 day period. Generally any value higher than 6.5 is considered acceptable. We believe the ideal values are between 7-10, although you can decide yourself what is an acceptable value and what isn’t for you. Training Rating is made up of a few things, including attribute development and morale. Whilst it does not directly affect match performance, a player that is developing well and has high morale, thus a higher training rating, will likely also perform well in match (relative to their ability of course). INDIVIDUAL FOCUS TRAINING Each player can be assigned a position/role/duty to be trained in and this will determine which attributes are developed, you can also assign extra individual training and control the intensity a player should train at. This is called Additional Focus Training. The Training Intensity Level of the whole team can be set under the Rest tab for training. Here you can automate the intensity based on the physical condition of players. When a player has an individual training workload of Medium, he can usually do additional focus training, player trait development or have his training intensity increased. More professional = more likely to get on well with extra training. There are many parts to training now, but the attribute part aids development in those specific areas. More time spent on one attribute = more chance of development. There are generally four types of training programs that focus development over various areas. Some training programs improve a player’s tactical familiarity and attributes. Others may focus specifically on certain attributes. Finally there are also programs that do not improve either one of those but focus on improving the conditioning of players related to factors like Match Sharpness, fatigue, etc. If you find the need to improve a player in a specific area like heading for example, and this is not covered under an individual focus then you may need to tailor a schedule that includes various components that include heading as an attribute improvement. In previous editions of FM, being able to do that specifically was unrealistic. In FM19, you need to set up units/team training that incorporates that so that you can get a player’s heading improved. One example of such a program is “Aerial Defence”. SQUAD TRAINING The four types of training can be broadly broken into: General Training, Unit Training, Condition Training and Specific Training. GENERAL TRAINING-Programs that cover broad areas of development including but not limited to a broad range of attributes and tactical familiarity. Example Programs: Overall, Outfield, Physical, Attacking, Defending, Tactical UNIT TRAINING- Programs that split the squad into Units to work on various aspects of play, covers more specific attribute development that may include tactical familiarity. Example Programs: Defensive Shape, Attacking Movement SPECIFIC TRAINING -Programs that do not include tactical familiarity in their attribute development but the most specific attribute work. Example Programs: Set Piece Penalties CONDITION TRAINING -Programs that do not have attribute development as a focus, instead focusing on Injury Condition, Fatigue Condition, Sharpness Condition. Team Cohesion, Happiness. Example Program : Recovery program affects Injury risk, condition, fatigue, sharpness, happiness and team cohesion TRAINING IMPACT When you choose any training program, you need to check how training will affect them. This is easily found by drilling down to any training program. Assuming we want to designate one session to Goalkeeper>Handling Training, different players will be impacted in different ways. If we choose this program, the Goalkeeping unit will receive 60% of the benefit from this training in the attributes of Handling, Aerial reach, Concentration and Balance. The rest of the team split between the Attacking and Defensive Units will receive 40% (20%) per unit of the focus based on the roles that they have been assigned in training. Where a role is not specifically chosen then his playing position will be used.
  41. 16 points
    2078/79 End of Season Review We did it! Back to back Champions League wins and we join a very select club! We won it all!!! Overall Best XI 2078/79 Best XI Jure Maric (YP49c) Sime Laser-Pilcic (YP56b) - Vanja Grbic (YP53e) - Predrag Arcaba-Polic (YP57e) - Mihael Badelj (YP52b) Vanja Ilicic (YP55a) - Josip Duka (YP50c) - Stipislav Rodic (YP52c) - Mario Brlecic (YP55c) Tomislav Mihic (YP52a) - Ivan Grgic (YP55b)
  42. 16 points
    Early Progress and Example of Concept to Execution 11 games in - unbeaten and 8 clean sheets. Some pretty naff draws, but seemed a perfect point to give an example (as I've just battered PSG 4-0 away). PSG Scout Report First thing I isolate is the space - they have no AMC but they do have a DM and 2 CMs - so first stake in the ground... my playmaker will play in the DM position. Their (perceived) weakness - I've circled Guerreiro - playing as Wingback without much cover, this is a position I can attack and get behind … I will play a winger on attack duty Neymar and Mbappe won't do much defensive work so I can see the BBMs being pulled out of position - i'm going to add to their woes by using an AMC(s) and an IW(s) to get into any space they vacate. Both on support so they show for the ball and really come into the BBM zone. DM is Veratti so using the AM will disrupt his passing ability, and he is a strange choice of DM so not worried too much about him stopping my AMC play. Their strength is the front 3 - I'm going to keep my fullbacks as FB(s) I don't want to go too deep and defensive and allow their IFs too much space, but don't want to attack and leave space. I'm also going to pair my playmaker with a DM or AN the playmaker will have attacking duties to perform so to add steel and stop those mazy runs from Di Maria, Mbappe, Neymar i'll add some defensive protection. Summary There is space in the DM strata for my playmaker. I'm going to exploit their left wing by using an attacking winger. Double pivot and sensibly employed FB to nullify their attack. HT stats show that they cannot get a shot off - we are dominating the ball and attacking well. 2-0 with a goal and assist from my right winger who is thriving in the space to drive into. He is a good outlet for the Regista. Anecdotal perhaps... but their foul count is also very high - i'm going to attribute this to players 'chasing' the game and being pulled out of position. At FT they had seen more of the ball - they changed to a 4231 and had some good spells before I noticed and countered it with a tactical change of my own. I changed my Regista to a DLP-D to really solidify the attacking threat of PSG and now they didn't have a DM I introduced a second playmaker, AP in the AMC slot. Gave him some support through a DLF. The Regista had joy and his more expansive passes were to the right winger; The BPD also had some joy releasing the right winger - as you will see from the 3rd goal, which was a beauty! In terms of the DNA - we limited our crossing and tried to keep the ball - just 3 crosses in the match... all three were assists (one which I didn't both with the highlight was a cross to back post where the defender headed it straight to Clarke who buried it from 6 yards). The goals; Goal 1 - Neymar runs into the dead-end, surrounded by 5!! players he loses to the ball to the RB. Clarke, RW, drives forward and we change defence to attack fairly swiftly, but he is outnumbered and comes back to the FBs.. we move to centre with the Regista, who does a flick ...because he can... play is switched back and forth with nice possession football. The AMC and Regista do a good job of pulling the opponents out of position, and the attack ends with an overload behind their WB for a good cross and goal. Depay, IW, converts at the back post. Goal 2 - not as graceful as goal 1 but the space in midfield created by the amc, regista and DM is apparent and allows us to switch play again. Clarke wins his battle with the WB to cross for another Depay goal at back post. Goal 3 - best of the bunch. Very patient build up drawing them in so they have 5 players near the ball.. then the BPD goes more direct to RW. Acres of space which Clarke is more than happy to drive into. Gets them on the back foot (they have probably switched to attacking mentality at this point)… you can smell the fear as he comes inside … nice pass to Terrier who finishes very well. PSG taken apart by a 17 year old winger and 18 year old Regista. Had to have been partly due to the space provided them by the formation matchup.
  43. 16 points
    CFM SKIN will come back in Football Manager 2018! I will focus especially on layout + probably I will also move a few things from CFM Skin 2017 v2 + I will create a few new panels for certain screens. Screenshots shows what I have done with skin already. Still a lot of to do but I will try to release that skin as fast as I can just beacuse I do not know I will got enough time to continue my work in upcoming weeks... Share with me Your opinions and ideas. It is a skin for community so any feedback will make that skin even better! Greetings
  44. 16 points
    Contents The file has been updated to the summer transfer window of the 2018 season. There are over 565,000 changes in total. Every first team player and staff member in J1 & J2 League has been included. All personnel have been set with attributes, positions, shirt numbers, personal details and playing histories. Most of the staff members and some players in J3 have been included with the above details set. Club logos for teams in J1, J2, J3 and JFL. (by Dax) Real attendance and season ticket figures for teams in J1 through JFL. Real media outlets and major player agents have been added. (by Dax) More than 1000 U18 players, high school players, university players and youth staff have been added with accurate personal details, positions and ratings. Some youth players also have select attributes set based on their strengths and weaknesses. (by Dax) Realistic league structure up to JFL with realistic prize money and rules. A standard U18 system has been included due to the impossibility of replicating the real one without bugs. Realistic finances have been implemented using financial records provided by clubs. Numbers have been scaled as accurately as possible to how FM calculates expenses. (by Dax) Upcoming Facepack with over 1000 cut-outs League structure down to the regional leagues Real youth competition structure if feasible More cup competitions and friendly tournaments One-to-one representation of the Emperor's Cup qualification Thanks to Dax for his work with youth players and clubs as well as details that add to the immersion. Thanks to Shimera for helping with Ehime FC and club kits. Japan.zip
  45. 16 points
  46. 16 points
    I was was there and by god I was almost dead by the end. Amazing.
  47. 16 points
    Speculation about the new features set to be included in Football Manager 2018 has been mounting since the game was announced in August. A report has now surfaced on the Football Manager YouTube channel that manages to separate the fake news from the truth with a host of inside information from the Sports Interactive studio. For the full story and an exclusive first look at some of the features going in to Football Manager 2018 watch the video below. Football Manager 2018 will be released on November 10th. Subscribe to the Football Manager YouTube channel for more feature information in the lead-up to that date.
  48. 16 points
    The new in match UI is a disaster and in not one way better than FM17. Important basic information like player condition is hidden away on one widget. The old team stats screen that held all the individual player stats on one screen has been removed. The new buttons for subs, tactics etc are too small and don't display your mentality, tactic, team shape without clicking on them so you can no longer see at a glance how you are set up. The analysis section is too clunky to be used regularly in match but this is where most information is held so you are forced to have to use it. Don't mess with things that weren't broken. And getting rid of the old 2D is a mistake as well. As much as Miles likes to sneer at people on Twitter for using it, it's better than the new 2D. Many people liked using it, for me simply because you can actually identify individual players using their squad number.
  49. 16 points
    £37 to £28 is £9. A quarter of the price. What is mind boggling is that you would pay £37 for something you can get for £28...
  50. 15 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;
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