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WizbaII

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Posts posted by WizbaII

  1. I don't understand this discussion. FM have gone to a lot of trouble to enable different playstyles from those who like to watch every second of their game to those who want to watch the game in 5 min to those who want to simulate the match in 5 seconds. What is the point of this discussion? If the point is to suggest that FM 12 is better than FM 24 or 25, then I disagree.

  2. On 15/06/2023 at 15:00, Birdman10piyu said:

    I still think we should use a Growth Rate or Potential Growth system, like I mentioned.

    I'll explain what I have in mind:

    The game already has a growth rate for each player. That rate just isn't shown to you as a single number because it is affected by many factors and therefore always changing. This is similar to how, when you play the game normally, PA isn't shown to you, either (well, at least not in a direct way).

    The primary problem with all of your arguments is that you are arguing about a number that is not available in the main game. You're having an argument about a value that only people who use the Editor would even understand. Whereas in the main game, the game makes it clear that the PA of each player is not exactly known, and even if it is known, it may not be reached. This is why the game shows you stars instead of a number, and why there is CA as well as PA.

    The second problem with your argument is that you don't seem to truly understand what PA means. This is weird, because my guess is you understand exactly what the word "potential" means, yet you don't understand what Potential Ability means. As far as I can tell, you understand PA better now than when you first posted. But the fact that you are trying to advance a Growth Rate idea shows that you really don't understand what PA actually is. PA is completely different issue from PG (or GR as you sometimes call it) and talking about PG does nothing to explain why PA should not exist. Even though, yes, they are both topics that are related to a player's ability. Even players that have a high growth rate still have a limit. What you're really attempting to say, when you talk about PG, is that you think PA should be dynamic. But you've already been given reasons by others for why dynamic PA doesn't work and you just haven't truly accepted them. If Messi didn't have a limit, then he would be scoring 200 goals a season by now.

    Once you can address these two problems in your argument, only then will you understand why static PA hasn't been removed in years and never will be.

    If you want to have a discussion about whether FM accurately models player development over time, that's valid. For example, you can argue about how Jamie Vardy's unusual development could be replicated in the game. Or maybe you can argue that 35-year-olds (Messi, Benzema, Lewandowski) are deteriorating too quickly in game whereas in real life they are shining.

    But you cannot argue that players don't have limits. That argument is doomed to fail, because it contradicts real life. It is wrong. In real life, players have limits, and that is why clubs spend 100 million to buy that special player from another club even though they already have 50 players of their own.

  3. The chatting AI's responses are undoubtedly impressive, and I can understand what all the fuss is about. Based on what I read in the previous posts, it has the ability to produce responses that only a football expert would find generic.

    However, as far as FM goes, AI will not be truly revolutionary until it learns to write code, or at least can be trained to analyze which parts of the ME are best and worst in replicating real football. When AI can have a significant effect on the ME itself, then I'll be truly intrigued.

  4. So, I set my Left Back on Easy tackling. Then, I set the opposition number (Right Winger) by position to be targeted with Hard tackling. Finally, I set the opposition number (specifically the player) to be targeted with Normal tacking.

    Okay, so say my Left Back is approaching their Right Winger and getting ready to make a tackle...

    My question is this: which of the three tackling instructions will be followed? Which ones are automatically turned on or off? And how do I know?

  5. 2 hours ago, Aksi92 said:

    Is there a way to block live results updates through the match? I really don't care about that and it just bothers me.

    Amen. I've learned to live with it. But this is a video game; we shouldn't have to just live with stuff we don't like. I check the league tables after the match, but I don't need to be told when I'm trying to pay attention to My match, what's going on elsewhere. I would understand if it activates on the final day of the season or something, or if you could have the option to turn it off.

  6. On 04/12/2021 at 22:37, FrazT said:

    Eventually finding the perfect skin and then having the touchline tablet reset after every match- it shouldn't be annoying but.........

    Mine sometimes soft resets and sometimes doesn't. Not using a custom skin.

    For me, the annoying thing at the moment is how there are all these tactical instructions for goalkeeper distribution, but the keepers don't seem to actually follow them. Like you ask the keeper to kick to your CM, he just kicks it wherever instead...

  7. I would also like to point out that, when thousands of people are playing FM, someone is bound to get a result that they haven't seen in real life before. In just one day, I can go through several matchdays in the game. And that's just one person. There are thousands of people doing exactly the same thing, whereas in real life it takes a week to do go through just one matchday and it's the exactly the same matchday for everyone. When you play more matchdays, you can see more results. 

  8. 2 hours ago, DoubleR said:

    If SI released a patch now that would fix some UI and youth development bugs, with the ME stuff coming next week. Instead of everything coming in two weeks. How’s that not better? 

    You are only thinking about yourself, the classic the-customer-is-always-right mentality. You have no idea which bugs have been fixed already and which have not. You have no idea which bugs have to be fixed together or which ones are standalone issues. All of this is just because you can't wait a couple days or a couple weeks for the patch to come. But I won't interrupt your complaints anymore. I'll just be enjoying the game.

  9. 3 hours ago, DoubleR said:

    Thanks for the open response. I’m not talking about game release and development. That’s understandable. But patching is I feel a different story. Because you can still release a patch where maybe not everything is fixed. So I feel like they can be more specific about patch dates. Like we will do a patch next Friday .. and just patch out what you have available then and then continu the work behind the scenes. 

    Why would you want an unfinished patch? What good does that do? That is like stopping a cake baking halfway through the necessary time and just saying "Well, that's good enough." I shouldn't comment on these types of posts anymore, but I'm just blown away by the lack of logic.

  10. 2 hours ago, Piksi#10 said:

    Also agree with the sentiments that this patch strategy is outdated. Roll out whatever you're working on, cause this right now is NOT it! So many weird things going on in the ME, that has potential to be the greatest ever. Just give people the option to try whatever you're working on, while also being able to decline the work in progress. This way we can actually help speed up the process and maybe even enjoy the game in the meantime. 

    What an incredibly entitled and naive thing to say, revealing your complete lack of understanding of game development. You cannot influence SI Devs by whining about your dissatisfaction and how SI do their jobs. You can, however, state what you like and what you don't like. And if you see a bug, report it.

  11. FM is obviously not meant to perfectly mirror real life, because in no universe do Mbappe and Haaland go to United. So this whole discussion is moot unless you are using the actual players that Man U currently have. As far as the OP, what happens in one match is irrelevant. Even in real life, nobody can tell you what the score is going to be. Did anyone know that Germany was going to blitz Brazil at the World Cup?

  12. Kevin Hatton I would personally train in Off the Ball movement. This guy is fast and knows how to put the ball in the net. Only thing he needs is to learn how to break the offside trap, and he can win games.

    Xavi Simmons I would personally train in Tackling. He's aggressive, so if you don't train his Tackling, he'll just keep getting yellows his whole career. (However, if the plan is to play him as an attacking midfielder, then you might consider training his Decisions and Vision.)

  13. 22 hours ago, ruuddude1616 said:

    I thought FM21 was bad, but FM22 takes the cake when it comes to selling players.  What have you guys done?  The game is now very annoying and not even enjoyable because you guys at SI have tightened the screws full hilt when it comes to selling players.  I see no problems with AI teams,  selling bang average players for 80m but I can't get rid of a 29 year old Rashford for even 50m when he's valued at 80m. Or Theo Hernandez who's value ranges from 95m-110m.  I keep getting offers of 35m for him and when I dont offer him out, AI clubs bid 45m.  Selling players and making my current club a financial dynasty was one of the best things I enjoyed about the game.  Now SI have made it a nightmare.  Try selling players on expiring contracts, you'll get  absolutely no offers and end up losing a 31 year old elite midfielder on a free or you end up offering him a new contract where his wage demands will go from 210k to 350k per week.  Absolutely idiotic how much worse SI have made the transfer engine! 

    I'd certainly put in transfer bids to get players cheap. AI clubs should absolutely be bidding for your cheap players, so I'd say there's a problem if they're not bidding. But if you want more value for your players, you'll obviously need to sell them when their contracts are not expiring.

  14. All this talk about attributes, no one is going to ask why the AI manager is playing a defender as a winger? Seems to me like that's the bigger issue. Also, I must say I feel like FM 22 does a good job of showing the difference in attributes more than the other games. I remember if I watched one player for just a couple min and I said to myself, "Whoa, this dude must be fast." Check his prof, he's 17 Pace. I don't remember another FM making me react like that. Not every attribute, of course. I don't think there are enough animations for me to tell when a player is "refined" on the ball right now, but perhaps in the future there will be. As far as the long shots go, I have noticed that a lot of players who score long shots against me didn't have good long shots, what they actually had was good technique. This happened enough times (in FM 20) to where I started questioning the point of the long shots attribute. I have yet to have this issue in FM 22, however. I only mention this because I noticed that for the OP it was the same. Long shots/finishing was poor, but technique was good.

  15. The UI has been improving over the years, but I agree that it's not perfect. I would bet some of the stuff, such as lists remembering their positions, is being worked on. Saving conversations with players seems a logical thing to include, however in the Dynamics page it does give you a list of players who are unhappy with you for whatever reason, so that's a way to compensate in the meantime. You can also rely on the Happiness page of the player's profile where you can see what issues they have, including with you.

  16. Is this a bug or something? I don't understand.

    image.thumb.png.be4f8f0df6c1947d2dfc5449e27d6fd5.png

    How can a player who has a Knowledge Level of 10%, a Knowledge Level so low that he doesn't even have attribute ranges, be given a rating at all? And how can he be given a rating as high as a C? And how is a C grade considered a superb signing, either now or in the future?

    And if the player hasn't been scouted properly, why not just put his attribute range from 3-18, or something like that, instead of a bunch of dashes? When I search for a player, I like to search by Attribute. The problem with the dashes is that, if I search for an Attribute that only appears as a dash in the player profile, then the player will not show up in my search, as if the player doesn't even exist. But, surely, if I know that the player exists, I can at least have the courtesy of his Attributes being listed as 1-20, so that when I search by attribute, he can actually appear in my searches. I already know that his Attributes must be somewhere between 1 and 20, so I don't know what there is to gain by not stating that in their profile.

    I'm not sure if I should be logging this or if part or all of this was actually intentional.

  17. 7 hours ago, fc.cadoni said:

    My favorite team in IRL, got "FMed" multiple times.
    I am getting "FMed" in FM as well (with other teams).
    It's my whole life. LOL

    In first 20 minutes I can understand if we gonna win the game or not. When I see my LB, RB getting 6.1 in first 20 minutes - I know it's gonna be hard and hoping for 1-0 loss and not 5-0 (lol).

    So that's what being "FMed" means. Yes, that happens to me as well. Having most of the chances in the match but losing. And I don't mind it, because there is an element of luck to football.

    However, when it happens every other match, I have no choice but to conclude that I must be doing something wrong, although it may not appear like it on the surface because the stats supposedly are encouraging. At the moment, after watching hours of the ME, I have concluded that possession football does not work, and that I must succeed with balls over the top. That is to say, either possession does not work, or I am not implementing it properly. So now I'm going to watch more hours of the ME while using a much more direct play style. If that doesn't work, I suppose the last resort is to watch the replays of the league-leading team and see where their goals are coming from lol.

    Well, the good news is that the FM 22 ME is easier to watch than the last ME I was on, which is 20. There is more variety in the match and players make more logical decisions, so I don't feel like I am just watching the same clip over and over. However, I do think that they don't behave very well when trying to encourage central play in particular.

    For example, players do not seem to like passing to players in the center of the pitch even if the central player is not being marked directly, but there is an opposing player just in the general area. Wide players don't have a problem passing to central players, but defenders don't pass to CMs (often enough), CMs don't pass to other CMs (often enough), and CMs don't pass to AMCs or DLFs (often enough). I already use a 4312 formation with four midfielders and the pitch is as wide as possible to provide space needed to play in the center and make the ball do the work. So I feel like I have tried to find ways to fix this.

    But I am not going to assume that this is an ME issue until I have tried every possible way to remedy possession football from my end, including possibly the most obvious one: having better players than the other teams, which is not currently true in my save. Right now, I am assuming the game is telling me you are not supposed to be able to play possession football unless your team is clearly the better one. Kudos to SI for a great game though, I still need more hours to investigate everything properly, and that's a testament to the incredible work that's been done.

    I have not reached the transfer window yet because I spent a lot of time watching the ME, so my only two gripes are these:

    (1) Why does it take so long to train a tactic? I have a tactic trained to complete perfection. I decided to change one or two elements of it...not the whole thing, mind you. I just switched from Positive to Balanced and from Short Passing to Normal Passing. That doesn't seem like a drastic change to me, but apparently it takes a month of maximum Match Tactics training possible, just to perfect those two somewhat-minor changes I made? Since I was only training that one tactic, one month seems a bit lengthy to me.

    (2) Why is it so hard to improve the Teamwork attribute? I give my team so many possession-based sessions, and that doesn't seem to make any difference. But Teamwork is, I think, one of the attributes that a coach should have the most influence on.

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