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268 "I mean, funny like I'm a clown? I amuse you?"

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About Overmars

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    Toronto, Canada

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  1. One additional driver of attribute decline is if you teach a player a new position. Their attributes then drop, often because one of his stronger attributes is much more important for his new position (ex. taking a midfielder with excellent marking and training him to be a CD) so the game needs to balance him out to keep in tune with his CA.
  2. My reactions: With only two wide players, I don't think you can afford to give one of them a defend duty. At minimum, I would use a WB(s) on both sides, but I'd be much more tempted to use CWB or WB(a) roles if I had the right players to do it. That DM is crying out for a DLP role. Even a regista or RPM would work. With a back three behind him, that DM doesn't really need to be saddled with a defend duty. Overlap left/right doesn't make sense given the formation. Counter-press feels out of place in a bottom-heavy formation, given the roles and duties are telling the pla
  3. Agreed. Also, without more urgent pressing, higher lines, or aggressive mentalities it's going to be tough to force the issue against conservative underdogs, of which there will be many.
  4. I'm good with the percentages, even if the precision could be reduced for realism. In real life, I would want to see statistics such as: Minutes played over the past x days Minutes played over the past month Training sessions over the past x days Training sessions over the past month Days lost to injury over the past month Info like that in this game would be really helpful, but providing a heart icon or percentage saves us doing the algorithm to determine match readiness. I'm fine with that because ultimately there isn't a ton of fun in that sort of thing. Th
  5. I think approximations of annual bonuses get included in the spending totals.
  6. Tracking stats and ratings properly are baseline features in a predominantly spreadsheet-based game. Excel would never be as popular as it is if it sometimes miscalculated formulas. Baseline features have to be right.
  7. I agree with the variety of development arcs suggestion. Even just more uncertainty would be great. I agree with you that the big reason why this is so important is because it would open up different optimal squad building ideas rather than an endless pursuit of wonderkids. A good example of a late-prime developing player is Jordan Henderson, whose situation in Liverpool encouraged him to progress from good to very good. If Henderson was on some mid-table team in the EPL, he probably would not have reached this peak. Conversely, we are seeing what a team like Chelsea is getting in terms o
  8. Improved player mentality. By that I mean players wouldn't be nervous in friendlies, complacent in the first few minutes of the biggest match of the season, or angry at me for praising their performance.
  9. I think it's relevant to discuss other versions to see how this has evolved. I'm currently testing the development in FM20 since I am now back to playing that version until the next update to FM21.
  10. That's for FM19. I recall being able to develop players into their mid and sometimes even late 20s in FM15. The situation changed in FM20 from what I can tell. Now it seems you need to have a high reputation league to eek anything out of 20+ year olds, and even then, you're not going to get the same development you did in older FMs.
  11. Yes, a bigger sample would be good. The problem is that it's really tough to control for all of the variables in a bigger sample like I can when managing one club myself. Also, it's a chore to track CA changes on a large scale. I can confirm that both the teenager group and the 20-23 year olds in my experiment all had room to grow with their PA exceeding their CA by a healthy margin. The 20+ year olds just didn't tap into that potential at all.
  12. I was curious, so I decided to spoil the fog of war effect and track CA over 3-4 months in FM for one team. The team was in the second tier in Scotland and had 22 players receiving similar match time and training and no serious injuries (the two long-term injuries were removed from the analysis). The changes in the team's CA over this time span were: 18-19 year olds (includes a goalkeeper who turned 20 during the experiment): 12 players 36 total CA point increase 8 of 12 players increased 4 of 12 players did not change 0 of 12 player
  13. I reverted back to FM20 and really appreciated the matchday interface, team talk interface, press conference interface, and easy access to in-game stats. The FM20 match engine has too many shots, throw-ins, and crosses, but the FM21 is far from perfect itself (too many balls over the top, too many corners). Objectively, I think FM20 is the better game for now because it doesn't have as many player ratings issues, doesn't have silly player position/role promises, and has a more enjoyable match day experience. I do miss xG, though. For FM22, I hope the interface improves or I'm not going to
  14. Especially if they move to a club with better coaching, better training facilities, and a higher level of competition.
  15. I agree with the sentiment that PA is too rigid, but that debate has been covered many times over the years. Ideally, I would prefer PA to move up or down a small amount year after year to reflect what can happen in real life. Obviously you will never have a 120 PA player change into a 160 PA player, but it would be nice if they could bump up to 130 PA if they push up against their theoretical ceiling at a young age. As for age, I do think the game is too rigid there. More flexibility and variance would be nice so that you didn't have to automatically rule out 23+ year olds from ever hitt
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