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WizbaII

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    349
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27 "Frankly, my dear, I don't give a damn"

About WizbaII

  • Rank
    Amateur

Biography

  • Biography
    In my 30s.

About Me

  • About Me
    California, USA

Favourite Team

  • Favourite Team
    Barcelona, Arsenal, USMNT

Currently Managing

  • Currently Managing
    Bournemouth

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  1. goranm, you're a terrible communicator and you don't even know it. You shouldn't have a discussion with someone if you don't even know what you yourself are saying. I read your post and you are spewing nonsense and not allowing people to tell you why it's nonsense. That means you're also a terrible listener. I'm not going into specifics because others have already done that to no avail. It's one thing to disagree, but if you can't even communicate properly, then you should leave people in peace.
  2. Absolutely correct. However, since researchers have no way to know the PA for every skill, SI generalizes by creating a PA for the player in general. I do not code for FM, so I cannot say for certain that FM has the ability to replicate every development arc that has ever been witnessed IRL. But I suspect the development of players, in general, is more nuanced and accurate than some forum posters would like to believe. Now about the Dynamic Potential Ability idea...it is quite silly, isn't it? If Potential Ability is dynamic, then there is no use for Current Ability, is there? Lol. A
  3. As a manager who has been starting to worry a bit less about tactics and a bit more about how players can carry out tactics, I have found this to be a fascinating discussion to read. I can agree that there probably isn't a need to have an attribute for Penalty-Taking (How can you know who the best Penalty-Taker is if only 2 or 3 people in the team take penalties? How many other attributes could go an ENTIRE GAME and not be used even once?) or Kicking (tbh I don't really care if my gk has the ability to kick the ball all the way to the opposing gk). Similar idea with Thr
  4. Only one of those screenshots actually shows a possession difference that I would consider statistically significant. Anyway, possession isn't nothing. A more accurate statement would be: possession isn't everything.
  5. What a player you've got on your hands! I would say his Concentration and Tacking are a bit low for midfield work. Because of that, I'd play him as a striker (DLF, specifically).
  6. I went through the posts and I only saw Teamwork Five times. This is a game about making winning teams...how is Teamwork not important to people?!? Anyway, my five are (in alphabetical order): Composure.....(Don't want players getting red cards or giving the ball away when it's unnecessary.) Decisions.........(Speaks for itself.) Stamina or Pace, depending on position...........(I saw at least one person put Natural Fitness, but I think Stamina is the more important one?) Teamwork.......(It's a team game...) Work Rate........(Also self-explanatory. However I noticed a
  7. jamie, don't you need something for your chair to roll on, other than carpet?
  8. This post is so funny to me because I literally posted about the same thing two months earlier because I honestly can't understand how the thousands of people who come to this site could play the game and not find this man marking at all costs super annoying. I honestly don't know how anyone who plays the game with regularity would not find it weird the way it works currently. I guess people just decide that they are just going to adapt by just not using the instruction at all. But if you have to tell your players to play differently than what you actually want, what is the point of playing F
  9. I don't think Liverpool could pull off results like that even if they were playing Championship teams. I don't understand why y'all are giving OP crap when he clearly has a point.
  10. Why don't man marking instructions for individual players get shut off during set pieces? If I have a player's Attacking Corners instructions as Stay Back, for example, but their man marking instructions are to mark someone, then they will run all the way forward to the opponent's goal to mark that person even ignoring dribblers that are going past them with the ball in a counterattack. Well, this is troublesome if there are only 2 players staying back and one of them just leaves their post to go all the way forward during a counterattack. It seems like it would be an obvious thing to switch m
  11. Well that still leaves the problem that out of those 30 emails, maybe 28 are useless and 1 or 2 of them you actually want to read. But you're not going to because it means continuously scrolling through the other 28 useless ones. Again. And again. And again. *sigh*
  12. I can live with one-on-ones perhaps not being where they should be. What I don't understand is why my fullbacks ignore their instructions to cross. I went back to FM 18 to make sure I can actually control this and, indeed, in FM 18 my fullbacks can cross often if told to do so. But in FM 20 they rarely do it even when they are asked to cross more often. I can forgive ME mistakes, but I can't forgive my players simply not doing what I tell them to. It's FM 18 for the time being, even though FM 20 is for the most part the better engine.
  13. I'm still playing FM 18. In most of my saves, I find that Man U is winning the title at least half the time. I tried to nerf some of the Man U players a little to avoid title wins, but it hasn't helped. The only way is to do major nerfs on a few players, which I don't want to quite go there because then it's unrealistic, just in a different way.
  14. You guys ever notice that players sometimes send a pass in the air that could have easily been sent along the the ground because the recipient of the pass was not actually far away? I have seen a lot of possession lost from these unnecessary air passes that forces the receiving player to take more time trapping the ball and gives the opposing player more time to close the ball down. I don't know if if this is (1) a ME issue where the ME does not recognize that, in real life, air passes are harder to execute and therefore players only make air passes when they cannot reach their target thr
  15. You just gave me a wonderful lecture on how soccer works, but you didn't answer the question. I understand that even FM soccer is a complex game, but each attribute still matters. All I want, if anyone would be so kind, is to know: What are the limits of the Positioning attribute? What can it affect and not affect? Is Positioning a necessary or helpful attribute in order for a player to properly understand how to calculate the trajectory of a pass that is already underway or is it instead an attribute that only focuses on a player's understanding of the tactical set-up to know where they shoul
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