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Everything posted by WizbaII

  1. I must say...just the match/animation engine stuff alone has got me excited for this game. I can't believe all the changes that were made there, and I can't wait to see the most realistic version of football ever simulated by software. The rest is just the cherry on the cake. Well done, SI!
  2. If the player profile screen says that the player is getting the expected game time, and then you have to go post on the forums in order to "discover" that this is actually false and the player is not getting the expected playing time, then that's a problem that SI should fix. If the player expectations are based on 5 games while the player promises are based on something other than those same 5 games, then that's something SI should address, not because it's wrong, but because it's not user-friendly.
  3. This argument that the game shouldn't spell everything out for you is an interesting one, but in this case, it's flawed. The game has a player profile screen telling you that the player is getting the playing time he expects to get. The game has another player promises screen telling you the player is not getting the playing time he expects to get. It doesn't take a genius to see that when two screens contradict each other, this is flawed design. Either you change one screen, or you change the other screen, in order to achieve consistency. It doesn't matter that each screen has a different purpose. It doesn't matter that each screen was created to be different, with good intentions behind the differences. What matters is that the two screens, by contradicting each other, have lost the user-friendly factor. When the OP posts something that does not make sense, the reaction should not be, "Well, this was done with good intentions, so let's just leave it the way it is." If you think there is some information that a manager needs to learn on their own, that's one thing. But posting inaccurate information is a whole other thing, and I do not know why anyone would think that it is okay to post bad information and make the manager figure out that it is bad information. Either give the manager good information or don't give the information at all. The OP just pointed out an issue that should clearly be looked at in FM moving forward. I don't know what anyone has to gain by not acknowledging that.
  4. You guys are talking as if the current graphics aren't good. They don't have to be the best graphics in the world to be good. Of course, if your PC is crap, you won't be able to load the full details that the graphics offer.
  5. Honestly, he looks nearly perfect to be a playmaker, I'd play him there regardless of strength. He can't dribble, he doesn't read the game particularly well, and doesn't have much stamina, so I don't see how he's going to play a CM(a) any better than he would a DLP. You'd just have to keep training his Strength throughout the years if that's the kind of DLP you want. With his Determination, he will most likely give you what you want. Anyway, to answer your question, you can just play him a sub. It's a good compromise between starting him in the first team and playing him in the youth team.
  6. Anticipation and Concentration. Anticipation if I had to choose just one.
  7. I do understand what you are saying. When you have so many instructions, at some point (if the incorrect or confusing word is used for certain things) you might think that instructions contradict each other. But there is something you have not considered. You are correct, mentality is about risk. It is possible to have overlapping wingbacks that are more focused on dribbling and making early crosses. It is also possible to have fullbacks that overlap just to provide width and they just play simple balls to the center of midfield. Either of those things are possible with exactly the same mentality. So what is mentality for? Mentality is for the ATTACK phase. it is about risk during the ATTACK phase. What you just described here is two different phases. Overlapping fullbacks and "park the bus" (by that, I assume you mean "Very Defensive" mentality")--those are things have to do with where your players stand and what they do while you are attacking, which means when you have possession. Ultra high DL is the only defense instruction. Those two phases are completely different. Overlapping fullbacks: while ATTACKING (you have possession), your fullbacks push high. (This instruction affects only your fullbacks and wingers. It tells wingers to hold the ball long enough for fullbacks to overlap them. It tells fullbacks to push higher.) Very Defensive mentality (aka park the bus): while ATTACKING (you have possession), players limit through balls and waste time on the ball (This instruction is meant to affect all players, but especially those with GENERAL roles, like central midfielder or fullback. It is not meant to affect specific roles, like attacking wingbacks.) Ultra high DL: while DEFENDING (you do NOT have possession), engage attack players higher on the pitch. Are there managers that play like this? Some people (depending on who you ask) might tell you that this is--in FM terms--how Barcelona plays. (Barcelona does not complete many crosses or try to beat the offside trap as much as other teams do. And if they do, it's only because they have the ball more than the other team. Because they have the ball so often, it makes it seem like they play attacking and "risky" when they actually don't. However, Barcelona often change from low tempo to high tempo and back to low tempo again, and that is why I personally think Barcelona plays with a Balanced or Positive mentality--in FM terms.) The point is, all of the instructions do DIFFERENT things. They do not contradict each other. You may have a good argument somewhere in there, but first you'll have to get rid of the flaws. But there are other parts of your argument that are very interesting. For example, when you say... ...I think that is an excellent point. The description of "Very Defensive" directly contradicts the Counter TI. This may simply be an oversight. Perhaps when the TRANSITION phase was added (in FM 19 or 20, don't know which), the mentality description was not properly updated to reflect that there is now a different place to set whether you want to Counter. Or it could be intentional design by SI. Either way, this is an issue that any logical person would want to see resolved.
  8. I buy 17 year olds for this reason specifically. lohwenjie has already done his math correctly and answered your question. Whether you accept the answer is up to you.
  9. What y'all need to understand is that doing a press conference in the FM game is not actually communicating with anyone. It's not a real press conference. If it was a real press conference, I would be resigned to the fact that it's just a boring part of my job as a manager. But I'm not gonna to a press conference so I can talk to imaginary fans. If I attend a FM press conference, the only real fan there is me. Having a fake press conference where I'm talking to computer fans and computer reporters doesn't mean anything to me. If you wanna use FM to fantasize about talking to actual, real, fans, that's fine, as long as you're not trying to force me to play the game the same way as you by suggesting SI should levy penalties for not attending press conferences, and etcetera. I don't tell you how to play the game and it should go both ways. I don't think it's bad to try to simulate a lively fan atmosphere, to simulate player's feelings and desires, to simulate the dressing room and squad hierarchy, how players feel about training and such, even simulating fake fan Twitch stuff is okay because it adds a bit of immersion. But forcing me to actually go to a press conference so I can have a "conversation" with a computer is a bit too much for me. I use FM to fantasize about the game of football, and that's enough for me. The beauty of a video game is you get to simulate the parts that mean something to you, and ignore the rest. I like immersion and realism, too, but only when it comes to the actual game of football. SI clearly understands that, and that's why you can delegate things to your staff. Once reporters start getting on the football pitch during the match, then I will be interested in having them simulated. I think Baodan said it perfectly, and I'm appalled if so many people fall into such a simple trap that there is only one way to play the game or you're not doing it right.
  10. Acceptance is a stoic stance? That's an insult to everyone who doesn't process results like you do. Maybe you can provide examples of "strange" results that would never happen in real life, instead of expecting people who have their own experiences with the game to figure out what "being FM'ed" means.
  11. I also like to change the Continue Game Timeout from 'Disabled' to 'Instant'. It makes the game world stop processing only for things I must deal with, such as confirming a transfer or interacting with the board. You will miss things though, so it's not for everyone.
  12. One thing I have realized is that there are some players who try to buy the cheapest computer that will specifically run FM, so I'm sure that would make SI hesitate before changing how the game world processes. And let's not pretend that it would not require a lot of work on SI's part as well. But, yes, I would love it if those with high-end computers could have a choice to do certain things while the game is processing. It would be nice to have an "natural" incentive to be looking at all those league stats, who trained well during the week, etc. Much better than just sitting there, waiting for the processing to be done. A quiet moment for those poor souls who don't know you can play FM on windowed mode...
  13. Maybe think of it like a train. A train that has fewer stops can go faster because it doesn't have to worry about hitting the brakes as often. The downside is that there are fewer places where you can get off the train. That's what "less responsive" means. To further the analogy, @Cydver, a train cannot go while you are at the stop. So, no, the game cannot let you browse and process matches at the same time. I'm sure it's possible to build a game that way. But that's not how FM was built, probably because the things you would be doing during your "browsing" may affect the game world that is processing. It would be like doing part 2 of a math problem when part 1 isn't done yet. When the game world is processing, it is doing more than just simulating matches. If I don't have that right, I'm sure someone more knowledgeable will amend.
  14. Yea, I disfavor players with low Teamwork unless they are the best player on the team.
  15. Of course he's not going to score that much if he's playing as a midfielder. He seems to have the makings of a False Nine on attack duty (assuming the ppms stay the same). I wouldn't sell him unless there's another player in that position who does the job just as well. And I doubt that is the case, regardless of consistency.
  16. To expand on that, a striker with a positive mentality would be trying to dribble directly at the defenders and/or to beat the offside trap. The non-striker players have a positive mentality because their job is to move the ball forward, whereas a support striker is often trying to move the ball backward or sideways.
  17. It also helps if you change the coach's career plans to want to coach the specified club, and go to the club and add the desired coach as favored personnel.
  18. I recommend looking for Work Rate (to want to perform more actions), Stamina (to be able to perform more actions), Teamwork (to follow the relevant closing down/marking instructions to mark the relevant player or zone), and Concentration (to not switch off once the attacking phase ends). These attributes, arranged by decreasing importance, will make attacking players track back.
  19. One of the things that has always perplexed me is the way players progress IRL vs FM, and perhaps unnecessarily so. I find that, in real life, younger players have more stamina and run more. They can also run for longer before they have to stop. However, in FM, I often see players gaining stamina, seemingly as often as they lose it. I find that strange. Stamina seems to decrease consistently only once the player's other physical attributes start to decrease as well. This is important because I would like to put younger attacking players on the pitch to eat up the first 60 minutes and tire out the opposition defense, and then replace them with older players who will run less but play smarter. However, I find that, overall, there is no difference in the Stamina attribute between the older and the younger players. I find that FM accurately portrays the fact that older players are smarter, but is it accurately portraying the energy that young players have?
  20. People say the timebar is unrealistic because that's not how managers IRL experience a match. However, these people need to realize two things: (1) In real life, teams have a bunch of coaches sitting on the bench and watching the pitch to catch all the little details. Being able to rewind on the timebar is how we get that same ability from the game. (2) Unlike real-life coaches, we don't get to watch training and work on our formations and tactics in training. So we need to be able to rewind during the game to see the things that normally, you would already know from being in training.
  21. So this means that, even when you set general Opposition Instructions, they won't become active in a game unless you also hit that blue button in the game? I'd been wondering about that...because surely the whole point is for that to happen automatically...
  22. Why does the game force you to tell a tired player that he's getting rested because he's tired?
  23. 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.
  24. 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. Also silly...the idea that Potential Ability does not exist in the real world. I want to take you on a trip down memory lane, for a bit of fun. Go back 15 years and watch a Barca game when Messi was just starting out. Listen to the commentators talk about Messi when he was just starting out. It is obvious that everyone thought Messi was going to be a Very big deal. If you go back 15 years, I can give you another name...Freddy Adu! Does anyone remember him? People thought he was going to be a Very big deal as well. The difference between Messi and Adu? Messi had the correct training facilities, hard-working and humble environment, and mental determination to reach his potential, and Adu lacked at least two of those things. Now let's look at a player from today: Ansu Fati, who is only 18, has been playing for Barca's first team for at least a year now. That's about the same age Messi started playing for the first team as well. However, you will not find a single person who thinks Ansu Fati is going to be the next Messi. What is my point? My point is that it is possible for coaches, scouts, and researchers to know the general potential of a player, as long as enough time and effort is put into observing the player. If you look at a player and you don't know their potential, it only means that you haven't observed them long enough. That is why young players are given PAs with a gap of 30, because it takes time to truly know a player's potential. However, we know from my example of Messi and Adu that: just because you know the potential of a player, it doesn't mean the player will reach that potential.
  25. 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 Throwing. Good Penalty-takers, Kickers, and Throwers (and Long Throw specialists) can all be represented by ppms. On the other hand, there are attributes that really have to stay: A Corners attribute makes more sense because corners often lead to a goal. (I'm not saying, btw, that it's impossible to represent good corner-takers without the attribute, I'm only saying that the attribute makes sense.) The mental attributes also really all need to stay. I do think each one is important. For example, people assume that Teamwork and Work Rate are the same, but clearly they are not. You can have a player like Mesut Ozil, with good Teamwork but low Work Rate. As another example, Aggression and Work Rate are not the same. I want players that have high Work Rate to quickly get to the position they are supposed to be in and be defensively compact, but I do not necessarily want players to have high Aggression, which will cause them to abandon the defensive shape in order to chase whoever has the ball! I also saw at least one person argue that Decisions is not important. But anyone who plays football IRL will tell you that it's important. Have you ever seen a player inexplicably hoof the ball to the other side of the field while under no pressure and thus give the ball away for free, instead of passing to an open teammate? Have you ever seen a player pass to a teammate that was being closed down instead of to the one that was wide open? Have you ever seen a player take a shot on instead of pass to a teammate that has a much better shot? No attribute can properly explain that, except Decisions. (Well, Teamwork can help explain the last one.) Some might say, "Well the player is selfish", but what's really happening is that the player THINKS they are making a good decision! Have you even seen a player put their hand up as an apology to their teammate after making a bad decision? Those are cases where the player KNOWS the decision was wrong, but they were just being selfish! Have you ever seen Kante at Chelsea? He ALWAYS passes even when one would argue it's better not to! So you really need Decisions and Teamwork both to explain all these player behaviors. At this point I need to digress from the topic slightly, because... At the end of the day, I would refer back to Jervaj's point, that clarification of the attributes is more important than the number of attributes itself. For example, I only just recently understood that Anticipation is important for attackers because it affects how quickly they react to a through ball. I though only OTB was needed for that (because it's in the name--Off The Ball), but now I am realizing that OTB is more about whether a player will "make themselves free" in a tight space around the box and it's more about a player having the skill to stay on-side. But you still NEED anticipation. If even one of the two is low, then you do not have a player that should try to beat the offside trap. It took a long time for me to realize this, simply because the attributes are not explained well enough. The way Anticipation is explained right now, it seems more like a MIDFIELD and DEFENSIVE attribute only. Same with Concentration. I thought it was a DEFENSIVE attribute, dictating whether defenders will make mistakes late in the game. Over time, I have come to realize that is WRONG. Concentration is an attribute that affects how consistent a player is in the game. When a player misses an easy pass, it is not because they are a bad passer, it is because they lost Concentration! Sometimes an act that might seem like a bad Decisions is just a loss of Concentration! Same with Passing. Does it govern all passing or only short passing. For a long time I thought it governed short passing, and Technique+Passing governed long passing. Over time, I finally realized that Passing governs both short and long passing. Technique is only about how easy the pass will be to control once it gets there! Technique also governs how good a pass with the outside of the foot would be. Same with Command of Area and Rushing Out. Both of them have to do with how the gk deals with crosses and through balls. It took me a long time to understand that Rushing Out must be how the gk will respond if the threat is outside the box while Command of Area must be how the gk will react to a similar threat that is inside the box. Same with Flair. Is Flair about the ability to do crazy things, or just the likelihood of doing crazy things, and dribbling is the ability? Does flair apply only to dribbling or does it also govern the likelihood of trying a strange type of pass? Or will ambitious passes be affected by Vision and Decisions only? Even after all these years, I still do not know. To try to answer the question, I look at a player like Messi. Messi has 20 Flair, but I don't see Messi trying ridiculous things (the way Neymar does). On the other hand, Messi is well-known for defense-splitting passes. But isn't that what Vision is for? Bottom line: I still do not know what Flair does. Same with Vision. Is Vision only about your ability to spot a pass? or is it about your ability to see whether a pass or a dribble would make more sense? Is it the ability to know if you should delay a pass while waiting for a run to materialize? I'm just not sure, based on how the attribute has been explained. Now, some people would say, "I already knew this, you're just an idiot." But isn't that the point? Even an idiot should be able to understand what the attributes do? Why do you have to be playing for years, as I have, to understand the difference between Consistency and Concentration? Even as someone who plays football, it took me a long time to figure out which attributes SI is using to communicate the things that I see on a real-life pitch. Some (like Tackling) are easier to understand than others. The only thing that is necessary for all these confusions to be gone is for the attributes to be explained better. Some people would say, does it matter? It does matter because it affects whether I see an attribute as important in a player or not. For example, because of how I understand what Concentration does, I realized it is important for all midfielders to have, not just defenders. People think that clarifying the attributes will take mystery away, but the reality is that the game is hard enough on its own (for the bad players like me). Confusion about what the attributes do should not be a reason why the game is hard. I do check SI's attributes explanations every year so I know that they have improved. As vague as some of the descriptions may be, in the past they were even worse than they are now! I do not need to be given 100 situations in which Anticipation is useful, but for a game that is THE game of football simulation, a higher standard for explaining attributes should exist. What irks me is that, if you would just take the time to explain the attributes well, then you'd only have to do it once. People would be able to rely on it for a decade or more. In fact, I would say, if a player on the forums can argue why an attribute should not exist, that could just mean you haven't done a good enough job of explaining what that attribute does. I actually think the time has come for SI to explain the attributes visually, as they have been doing with the tactics screen for a few years now. There should be a separate menu in the game whose sole purpose is to explain what attributes do. I mean, that's arguably the most important part of this entire game!
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