Jump to content
Sports Interactive Community


Popular Content

Showing content with the highest reputation since 22/10/18 in all areas

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 21 points
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 16 points
  18. 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.
  19. 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)
  20. 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.
  21. 15 points
    Gotta be honest, i'm astounded by all the positive comments regards regens. Firstly, I don't think they're that great. Secondly, I can't think of something i'd be less interested in than regens.
  22. 15 points
    I'm really not a fan of how dismissive Miles is when responding to people requesting adding U23/reserve team management and I don't agree with his reasoning. "No media (I assume he means press conferences) for U23 managers"? That's a non-issue given how many of the game's players say they hate press conferences anyway and just leave it to their assman. "No tactics because it's dictated by the first team" The manager in this game already can do things delegated to other roles so I don't understand at all why he brings this up. The manager can choose whether to have their U23/U19 teams follow the first team tactics, or leave it entirely to the U23/U19 manager instead so it isn't as if it's too much of a stretch to give the user tactical control of the team. "No transfers" This is the only thing I agree with. Yes, not being able to sign Peruvian wonderkids might get old quickly, but go into the Career blogs subforum and you'll see plenty of Academy-only challenges where the user disallows themselves from signing players from other clubs. It wouldn't be entirely different for U23 team management. "There's too little to do" Some people just like the barebones experience of managing the matches and leaving the rest to their backroom staff. If he thinks this strongly about not having enough to do in the game then why has international management not been expanded? Now there are other downsides, such as having no control over which players graduate to the first team and when (e.g. midseason callups during an injury crisis), and having to play the out-of-favour or not-match-fit first teamers at the senior manager's discretion, but these limitations can also be attractive to some players (see academy-only challenge) for a new experience or to start their managerial career as they cut their teeth before a lower league team would consider appointing them their first team manager, or graduating from B-team to A-team with the same club like Guardiola. For some players, developing their Golden Generation of newgens is their favourite part of the game, and U23 management would provide a closer attachment to them as they grow from 0.5 star CA 16 year olds into a first-team calibre footballer. Of course it won't be for everyone, but I think it's foolhardy to try and make the FM userbase's opinion up for them.
  23. 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;
  24. 15 points
    Hi, for me the most annoying problem in current ME (apart from lack of movement in final third, which is AFAIK under review) is crossing. As i wrote in feedback thread: So there are no crosses from deep - every player goes to endline to cross and they mostly get blocked. That's one thing. Second thing is that wide players seem to wait for the opponent before attempting a cross. This is pretty weird. They don't take advantage of being unmarked, don't try to cross a little bit earlier, they go forward until a defender is near and than try to cross - same effect, the ball goes for a corner. Third problem is that even good winger or wingback, with pretty good dribbling attribute, with good acceleration etc., simply can't beat a defender in one-on-one situation near endline. Even when it looks like he ALMOST managed to beat him, he gets blocked. Very often, instead of running towards penalty area, they're going wider, then they're slowing their run, and then... blocked cross Generally speaking there are plenty of blocked crosses in each game (even in pretty easy situations - like counterattacks etc.). It's really frustrating, that when my player (but also AI players) have the ball on the wing and is preparing to run and cross, I can be almost sure, that it will end with corner kick. I'll upload few pkm's to illustrate the problem. All types of issues I wrote about above, can be found in these matches. 1. HSV - Dynamo Dresden 07:43 33:25 44:55 72:05 84:40 87:54 89:37 Most of these situations contain an attempt of running towards endline by a player who is FB/S and has got "cross from deep" PI (actually I haven't seen any attempt of cross from deep by any player). 2. Paderborn - HSV 11:55 21:59 63:42 67:44 Here you can see also these situations from my rival. 3. HSV - Regensburg 00:18 47:30 50:35 52:53 63:24 66:08 71:34 80:41 82:55 My team had 1 completed cross from 22 attempts :O There are also some blocked crosses from my rival. 4. FC Koln - HSV 21:52 57:07 61:25 69:36 84:31 3 completed crosses from 39 :O I'll be grateful if someone takes a look at this problem. I'm sure that there are many other users who experience same issue. Maybe they can also put some pkm's into this thread? 1. FC Köln - Hamburger SV.pkm Hamburger SV - Dynamo Dresden.pkm Hamburger SV - Jahn Regensburg.pkm SC Paderborn - Hamburger SV.pkm
  25. 15 points
    "Determination isn't involved in progression." It is. It is equally weighted with Ambition and Professionalism.
  26. 15 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.
  27. 14 points
    Give him a piece of public infrastructure to sell off, that'll pacify him.
  28. 14 points
    Hi @Neil Brock, could you please consider releasing a pinned known issues/'areas of interest' log for betas? It would assist with direction, and also ensure people aren't wasting their time doing tons of analysis on known issues when what is needed is PKMs and examples. It would make the process more effective and also be nice for those who do try to help out. Cheers
  29. 14 points
    "If i shut the game down during a winning streak, i always lose the 1st game after my next restart"................
  30. 14 points
    Really irritating how 'runs with with ball' is hardcoded into so many full back and wing back roles this year, along with 'cross more often'. There is not a single role or duty in the wing back strata that does not have 'run wide with ball' or 'cut inside with ball' hardcoded. I want a possesion based system that doesn't cross much with attacking full backs but that's just impossible as the game currently is. Full backs constantly running away from support then sending big looping crosses into the box is not the style of football I want. Why are player instructions even hardcoded anyway? Let us change them if we want to
  31. 13 points
    Yeah we run thousands upon thousands of seasons to work out the average (across multiple leagues as well, as each league has slightly different tendencies) then compare those with real life figures. That's not just goals per game, that's as many stats as you can imagine. Pass completion, shots off woodwork, yellow cards, fouls, tackles - nearly everything. We want to make the ME as accurate as possible from a statistical perspective whilst also making the type of action which appears in game as realistic as real life. Obviously if we had the correct number of shots and goals per game, but all the shots were from exactly the same place then it'd be a very poor ME! As you can imagine it's a huge balancing act but as I've said on this forums a number of times, we're all massive fans of football and the game itself, so we're all as invested as you are. Many late nights and analysis which would fill a thousand chalkboards during development. We always feel like we're taking steps forward with each match engine and we've got some great people within that team working on it. Always blows my mind thinking about how difficult it would be to recreate a perfect football match where every defender, attacker and keeper always makes the right choice with the right technique - then essentially have it so mistakes happen as decided by so many variants like attributes, weather conditions and the like. But I know some of the logic and changes which have gone in 'under the hood' over the years and it really has come forward so much. It's just frustrating when the balance is almost perfect from a statistical basis but there are noticeable anomalies in how the match actually plays. So we keep working and striving to iron them out. And we're hopeful you'll be able to see it all for yourself soon of course.
  32. 13 points
    Stopped following him years ago. Some people have bright minds but they are not that bright in personal relations, which is ok. I take any day a bad humoured doctor who can save my life than a nice one who let me die. Then I use my liberty to interact / not interact, follow / not follow whoever I want, and from Miles I want to play his game (and pay for it) but I don't want anything else to do with him.
  33. 13 points
    Reading this forum the last few years, and I'm inclined to think they are correct.
  34. 13 points
    I hate to be that guy, but the OP has a point... I've noticed rather constant decrease in Determination when managing in lower leagues/smaller nations, where unambitious/unprofessional/mentally subpar players come by the dozen. Even half-decent guys get quickly sucked into that pit of mediocrity with almost no chance to stop it. The only viable solution is getting rid of all the "rotten apples" and of the "negative Nancies" and to replace them with better rolemodels, but it's hardly feasible unless you have a lot of cash to spend AND don't mind risking a dressing-room riot because you've sold half of the players. And, as said, in smaller nations/lower leagues, there simply aren't many model professionals. At best, you can sign some more "positive" players, and hope they'll bond with eachother and then influence the rest of the team... But it's another long-shot. Frankly, the whole "good/bad influence" should only affect like-minded players and similar personalities... Two unambitious and temperamental slackers will surely bond and likely derail their careers, but a Joey Barton and a Javier Zanetti could surely coexist and cooperate without the former becoming a model citizen or the latter turning into a thug.
  35. 13 points
    Hello guys, I just wanted to say that I've just passed my final exam for the UEFA B licence. Just waiting for them to send me the diploma and the licence itself. To add to the excitement, I've also agreed to move to a bigger, better club in the summer, though I still don't know whether I'll be coaching the U9 or the U11 team. That doesn't really matter though, exciting times ahead! Oh, and I'm also thinking about starting a new save and also a thread here sometime soon.
  36. 13 points
    Have to say, I’m so disappointed with FM19 overall now the latest update has been released. In fact, probably the most disappointed I’ve been with any FM game so far. I’ve been playing these types of games since the mid-90s and it’s the least fun and least immersed I think I’ve felt, I don’t think the time gap from Jan-March (whilst waiting for the ME to be patched) has helped as I distanced myself from the game, but even with the new update, I’m just not hooked in. I think there were too many issues upon release (which have been well documented) and it’s just snowballed from there. Such a shame, but I’m sure it will be back. Hopefully there are huge improvements to FM20 or at least a more enjoyable ME and it lives up to it’s billing, as personally, FM19 hasn’t. Long wait to see what November/October brings now.
  37. 13 points
    well of course they don't only do soak tests. However, whoever is doing the match analysis doesn't know how to do it or the ME is in such a state that there is not a lot of room to improve it. and I personally believe it is the latter as most things being reported are going on for years now.
  38. 13 points
    Pre-Season I see some primary and secondary objectives in pre-season training. Primary Get High (100%) tactical familiarity Get the 1st Team squad match fit (100/100) as close as possible Secondary Build Team Cohesion Build Morale/Confidence Avoid & Build a Resilience to Injury Recover Lost Physical Attributes That’s a lot of considerations. How best to approach this? Here’s how I do it. Structure Length of pre-season = 4 weeks We want to ensure our players have a good break. Cup Finals, Play Off’s, International Tournaments can eat into the holiday period so we’ll be fair. 3 weeks is too short to do what needs to be done. We’ll have an INTENSE 4 week period where we get a lot done without exhausting our players. Number of friendlies = 4 Only 4? Yes, and all 4 will be easily winnable home fixtures, on a Saturday. Why? Personally, I don’t vary my tactical approach much so I never really lose familiarity with it. Season 1 or if you’re introducing something tactically very different you can add a couple more fixtures but in a bog standard pre-season 4 friendlies is enough. Matches are knackering and not all our first team get a run out, we lose an entire days training, with 2 precious sessions spent travelling if we play away (which is why we don’t). Instead we play a ‘Practice Match’ mid-week which yields similar benefits as a normal match however EVERYONE benefits from the session and we can utilize the other 2 training sessions on the day of the Practice Match as well. In this 4 week period we are cramming, working the players hard, every session is vital, if we played a mid-week friendly instead of the Practice Match we would lose 8 precious sessions over this 4 week period, that’s huge. 2 Matches is enough to move a player from high 60’s to low 90’s match fitness. I arranged 2 under 23 friendlies on the middle 2 Wednesdays of pre-season to give fringe players a run out. We want easy opponents, but not too easy so we start the season ‘in form’ with our strikers scoring goals. We play on a Saturday as we are free to choose that date and we can build our schedule accurately around that. There are only 4 friendlies, so play them yourself so you can manage game time for players. Schedule Whilst we do some general football training and specialized set piece work we have a very strong focus on Physical work followed by recovery. This is the only time we do physical training. Physical attributes have dropped over the Summer and respond the fastest to intensive work, getting them back to their pre-holiday levels and hopefully beyond is the plan. There are no rest days although we have a lot of recovery sessions. I’ve seen it implied that this sort of ‘front loading’ of strength/endurance work helps injury & fatigue resistance throughout the entire season. Yes, we’re hammering the players for 4 weeks but once the season starts, those Match/Development weeks will be a walk in the park for our players. To be fair, the default pre-season looks pretty good, but we don’t do default here, so plug this in for fit and strong players Couple of fellas who enjoyed pre-season; Mentoring Mentoring has 2 basic objectives; Improve player ‘personality’ Improve player development rate (attribute increases) There is potential for peripheral benefits morale, happiness, cohesion etc for all players in the group but normally we are focusing mainly on improving a young player in 1 or both of the main 2 areas above. This is how I approach this. I set up a mentoring group, put in the young player I wish to improve. I then select a TEAM LEADER to go into that mentoring group. The Team Leader will have the most influence on the group, so pick one with a positive personality trait, (determined, professional, ambitious or variations thereof). Try and tailor this, if your young player is unambitious and you have a team leader with ambitious personality traits use him. If they have low determination, pick someone with a determined personality. Then add another player (non team leader) from your 1st team, someone who plays the same position as the young player you are trying to develop. Again, pick the best personality available considering playing positions. Balanced is Ok albeit neutral. Low determination is the root of all evil, if in doubt just make sure you’re using the players with the highest determination attribute in your mentoring group. So we end up with our young player being ‘bullied’ by a Team Leader and a Senior Player who plays the same position. I leave it at that, 2 on 1. As you need a Team Leader you are restricted to 2 or 3 mentoring groups depending on how many team leaders you have. This is fine, you probably want no more than 2 or 3 developing players in your first team at any one time anyway. The over arching strategy is to mentor all new comers to the first team to have positive personalities. Over time you end up with a squad full of them which makes future mentoring easy. Personalities on FM requires a thread of its own, there a lot of them, they are very impactful on the game and should not be underestimated. Model Pro’s, Resolute etc all great to have. Case Studies 1. Young Keeper, loads of potential, personality is already good but he’s not developing. Let’s see if we can improve him. Put with a Team Leader and my first choice GK. 2. Talented player with neutral personality. Let’s see if we can move his personality. Put with Professional Senior Pro and loyal Team Leader is his position. It remains to be seen how effective mentoring is this year, having been very effective previously I know they wanted this toned down. We’ll see.
  39. 13 points
    We are delighted to announce that Football Manager 2019 is out now on PC and Mac. In addition, both Football Manager 2019 Touch and Football Manager 2019 Mobile also debut today, the first time in the history of the series that all three titles have enjoyed a simultaneous release. Alongside the full release access to the Steam Workshop and both the pre-game and in-game editors are all now available. Fans who have already started their managerial career on the pre-release Beta can as always carry their save over to the full game. To update to the full version, if you already have the game open shut it down (remember to save first) then it should automatically update via Steam. If it doesn’t update immediately, we’d recommend restarting Steam which should then force it to start downloading. For any feedback we have a new Football Manager 2019 Official Feedback Thread. If you do encounter any issue, please take the time to raise them on the Football Manager 2019 Bugs Forum where our team can try to help. The full release of FM19 brings a host of improvements from the pre-release Beta, including a new match engine, updated player information and various other tweaks. However as this is the full release of the game please bear in mind there are no changelists. We very much hope you enjoy Football Manager 2019 and manage to lead your team to glory!
  40. 13 points
    Just to those FM players who ask for greater difficulty. At the end of the day FM is a game, and escapism from our real lives, and sometimes horrible jobs. People inc. myself, want to be able to live the dream, for it to be possible to create a fantasy, to take a lowly side to the top. Make it too realistic, and you take the dream away. Once you take the dream away, most of us will stop playing - I know I would.
  41. 12 points
    I only care about the ME at this point. Nice little add-ons but I'll play an older version if the ME is similar to 19.
  42. 12 points
    This game, Football Manager 2019, has broken me. Has beaten me, kicked me while I was on the ground, and mocked me. Let me vent my frustration. I’ve been playing CM/FM for over the last 20 years. As it got more and more complex, I’ve been dedicating it more and more time. I never reload, I try to do a clean save. I don’t research for wonder kids or winning tactics. Over the past year, I’ve been watching Busthenet videos. Over the last 6/7 years, I’ve been reading guides on a semi-regular basis. But I get on the game, I don’t win trophies. I try to manage the team I support (Boavista FC), and every year, I can barely past the first season on multiple save attempts (usually sacked my jan/feb). So I got to decent saves on the past few years with Milan & Valencia (FM18 2 saves of 4 seasons), West Ham (FM17 6 seasons, finished 2nd on my last season), Everton (FM16). Not a single trophy. I thin my last trophy was the Ligue 1 with OL on FM14. As the get gets more complex, I’ve been struggling and struggling... This year, I started with Valencia. Created a manager without international caps (it kinda breaks my imersion to see nations caps and goals in my profile page). The results: 4th, 4th, 4th, 3rd (and CL semifinal), 5th. On that last season, the board wasn’t happy that I failed a CL spot. They gave me an ultimatum. 10 points in 5 games. Stupid me, didn’t bargained. Invested as I’ve never invested before on that pre-season. Start the season, 2 wins. Go to Athletic, and lose (they were the ones who finished 4th the previous seasons). So now, I need 4 points from 2 matches. Hosted Real Madrid. And so it goes. 1-0. 1-1. 1-2... 2-2 on the 89th minute. That was close... 5th game. Host Malaga. 31 shots (12 on target) by my team. 1 goal. 3 Malaga shots (1 on target). The result? You guessed it. 1-1. 8 points. I was sacked. Kept going with the save. By December that year, I was hired by Bayer Leverkusen. They were having a bad season (14th), and I raised the goal of mi table to upper mid-table. Finished 9th. I thought the board would want Europa League football next season, but no... they want a CL spot. So, the season starts. By around 1/4th of the season I’m going great. 1st place, good football, plenty of goals. But then... the goals stopped. And so we dropped. Was 9th by the winter break. But we got ourselves up after beating Bayern 4-1. Rose to 4th. Tight table. 2 match days to finish, were 1 point away from 3rd place. From 3rd to 9th, the difference is just 6 points. We go to Munich... and lost 3-1. And end the season with a home defeat against Eintracht Frankfurt. We finish... 9th place. 2 points shy of EL football. Board meeting. I don’t get the sack. Yet. But I have to get 12 points out of 5 games. No bargain allowed. The pre season? Awful transfer market, and I lost my top striker who had a release clause, and my main targets didn’t want to come, as I had no European football. So, I have to win 4/5 on the start of the season. So I go. WDWL. I’m out... Getting demotivated by now. But wait! I get to manage Brasil national team! And I start by beating Argentina easily. On the road to the WC, I lose just one game (at home to Argentina), draw a friendly with Spain, and win every other game. With a national team based on regens, and a 33 y/o Neymar. I got to the 1/4 finals beating Italy on the way. But then I face Germany... and lose 2-0. Sacked. Fair enough. Got hired by Atalanta, looking to get into Europa League. But by now, the game is full of regens and I hardly know the teams. I think I don’t have the will to carry on with this save. So yesterday, I decided I should start with my Boavista, again. Decent pre-season. Tried to create a defensive, counter-attack team. First official match, League Cup: 0-0 against Moreirense, lost on penalties. Start the season against FC Porto and Sporting Lisbon. Lost 4-0 and 3-1. Next, I host Vitoria Setúbal. Was playing nicely and creating chances. They go down to 10 men by the 60th minute. And I... can’t... score... 0-0. Stating to get on my nerves. Next match, away at Nacional. By the 17th minute I’m losing 2-0. By the 25th minute, my captain does a ugly tackle, is show the red card. Rage quit. I don’t know what to do... I enjoy playing this game so much, but it keeps giving me bad experiences this year. And I think, THINK that i know most of the tactical theory, but I can’t seem to understand how can I get so overrun on some games. I do change and tinker tactics a lot. Maybe that’s wrong? Maybe I should stick with a vision and “force” the players into it? I want a new save, but don’t really know what. Does having international caps on the manager experience easies the game? I’m thinking about managing Everton, West Ham or Newcastle. Or maybe role play that I’m a former star (like Figo or Robert Pires) and manage a team like Arsenal. Or should I go back and continue with my original save with Atalanta? Have you ever felt like this, broken by the game? Do you have a save suggestion for me? If you’ve read my rant so far, thank you. I just feel so overwhelmed that I need to vent it out.
  43. 12 points
    This guy is chairman of an influential right-wing thinktank and director of the grassroots network of the ruling Conservative Party in Britain. And apprently likes FM, or at least did until SI infuriated him by acknowledging that gay people exist and even sometimes go to football matches. As a LGBT person - thanks SI
  44. 12 points
    after playing a string of matches, I've to say that I agree with the negative comments about the ME. Too many set pieces, free kicks and long shot goals, my feedback at the moment is that the ME is absolutely boring
  45. 12 points
    I've thought this for years, but the ratings for how comfortable players are in various positions are weird and unrealistic. There isn't a right back on the planet who is totally clueless at all possible ways of playing right wingback, and vice versa. There isn't a central midfielder on the planet who has no idea at all how to play DM. There aren't attacking midfielders who have no idea how to play as MC and there are no right-sided attacking midfielders who have no idea how to do the same job but 10 yards further back at MR. It's frustrating to watch all those icons turn red when I do things like move a defensive ballwinning midfielder from DM to MC, and has no basis at all in reality.
  46. 12 points
    sums up everything. the ME is just too outdated and needs a massive overhaul. there have many fantastic new additions like pressing and counter systems etc. but the ME is holding it back.
  47. 12 points
  48. 12 points
    Thanks for your input, sabirFK. It is absolutely fine to be asked about the ratings that we have put in regarding nations (the Nation Youth Rating) and clubs (Youth Coaching and Youth Recruitment). I will explain the definition of the fields, as it is apparent that, although you have judged some of those ratings as "crazy" and "wrong", and called into question our researchers' knowledge of the meaning and influence of the ratings, you do not know much about them: Nation Youth Rating The potential for the nation to develop footballers. NYR defines the possibilities, whereas the youth coaching and youth facilities ratings (as well as recruitment to some degree) work as mitigating forces in countries that cannot yet turn all this potential into ability themselves. Youth Coaching Describes the level of youth coaching in the youth scheme in the age groups below the newgen intake age (typically U16 and below), on a global scale of 1-20 Youth Recruitment How good the club is at recruiting youth players (at pre-newgen age). Range is 0-20 where 0 is “not set”, 1 indicates that the club is among the poorest in the club’s nation at recruiting youth players, and 20 indicates that the club is the best in the club’s nation at recruiting youth players. NB Unlike “Youth Coaching” and “Youth Facilities”, which are on a global scale (where 20 is the best in the world), the Youth Recruitment field is on a national scale (where 20 is the best in the nation). The Youth Recruitment rating tells us how wide the club’s catchment area is. The idea behind it works something like “Coaching for Quality and Recruitment for Quantity”. Naturally, in the game, all clubs would still get around the same number of newgens each year, but the Quantity aspect linked to the Recruitment would rather mean the size of the pool for possible youth players from which the club can pick. So, the club with a higher recruitment rating would have increased chances of getting better than expected newgens and players from further away, geographically. You mention "strange supernewgens everywhere; please can you be more specific about the number and ability of these newgens, so that we can see whether there is a problem to be addressed, here? Although some nations/clubs are far more likely than others to produce a world superstar, we try to make it so that it is not absolutely impossible for excellent players to come from unexpected places.
  49. 12 points
    Please do not clog up the thread with this kind of feedback, not only is not constructive, it's misleading and somewhat insulting. If you are going to leave feedback it actually needs to be constructive
  50. 11 points
    That's a shame Neil. Really do appreciate all the work you guys do, but I've been browsing these forums for a long time and don't think I can ever recall the amount of people flagging up exactly the same issues that are still evident in the latest patch. I know it's a really complex thing to get right, but with so many experienced FMers still picking these issues out (and providing tangible evidence of them) surely that warrants some more work on this to get it right rather than just overlooking it and waiting for FM20?
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
  • Create New...