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BuzzR

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Everything posted by BuzzR

  1. I've finished the second half of a season with the update and I like it. The brain-dead defenders are gone. I've seen them now going after the ball & the striker, trying to defend - and that's all I could I ask for. It's true that "the chaos" looks toned down, but I like it. Pre-update the match looked like a pin-ball game sometimes - imho. I can still see bad passes, lost balls, GK fumbling the ball and strikers missing open goals and that is perfectly fine for me. I have to mention some nice animations that I didn't see in previous games - I've seen a tap in goal with the exterior - right foot from a low cross from the left on the near post. Beautiful. Anyway, NOW the ME is good in my opinion. Great job guys.
  2. There is a difference of player training ratings between weekly mail " training week in review" summary and the info from the training panels ( overview and individual ).
  3. With all due respect was the ME ready for release on November 8th ? There were big issues raised during beta regarding ME and they weren't addressed. Not even a tiny patch. We could argue that the ME wasn't ready but the game was released ( for whatever commercial reasons - probably ). So I could continue and assume that on November 8th there was no issue with "releasing something when it's ready". Sometimes it feels like principles and rules are called upon only when they suit a specific narrative. It seems like there is no accountability, there is only PR. This is something that I think SI should fix, because it's becoming pretty obvious we are served standard speeches and empty customer relationship phrases that mean nothing. Slowly but surely SI will loose touch with us all if the only communication we get is " it's ready when is ready" with a footnote *only applies when SI considers fit.
  4. My first guess is that the game "expects" just one click_event for the buttons, so it assigns the event on one pair of buttons when it instantiates ( or renders) the parent and child objects (panels) . This could explain the fact they both work individually.
  5. inbox content with transfer person mini profile panel.xml for the top part, I think. From news_item_panels
  6. No! it's not a representation of the result. It's not like the engine simulated the game and then decides " let's show 2 goals like this and 1 goals like that and fill the rest with some corners ". The 2D and the 3D are representations of the match state on a timeline.. with the ball & players positions, morale, attributes etc. at any point in this timeline. So what we keep saying here is that when the defenders are running away from the ball: it's not a bad animation from the 2D or 3D visual engine. It's the players movement in the match engine that is actually that bad.
  7. This defensive silliness is just too much sometimes. With all the good intentions and all the empathy to the devs and me trying to understand and get over or around it .. It's just killing the fun of the game. Look at my goofy CD moving AWAY from the attacker and the ball, making room for someone else ( the CM !!! ) to run after them. C.mp4 We can also have 2 silly goals in the same match, one for us - one for them. This is the other dufus from the back who is making way for the attacker to score. Please notice the fullback graciously dancing away from the action. B.mp4 Here are the AI defenders clowns .. The CD moves away from the attacker and the ball AND is blocking the fullback trying to catch up. A.mp4 The official phrase was .. " we are happy with the match engine [..]". It's just... bad. Sadly, it's just bad.
  8. I was looking at your post.. Thinking on my previously post: The defenders are clearly more interested in their shape & line and do not register the opposition striker presence until it's behind them. 1. Everybody is chilling except the back 4 ( 3 in the picture) that are moving back into their position. The red striker doesn't care about the ball, yet. 2. Back 4 are still moving back. Red striker registers the ball. Notice the right fullback moving diagonally towards own goal. There is a big distance between defensive line and the striker who starts moving. 3. Right fullback decides he needs to be closer to the sideline for some reason and starts turning. The other 3 defenders will decide they need to preserve the distance between them and will turn also. See point 4. 4. All defenders are turning towards the sideline, pulled by the fullback in step 3. The only one who follows the ball is the red striker. 5. Now defenders are stopping because they are in position. I don't think they register the striker or the ball. Or if they did register them, the weight of " being in position and preserving the distance " is larger than the threat. The striker is in full sprint following the ball. Still, he's the only one actually following the ball. 6. The defenders are in their " perfect position " - almost standing still, sadly. The ball is behind them, the striker is on the same line with them. 7. The defenders "notice" the threat when the striker is behind their defensive line. Too late. 8. Three defenders will stand by for a bit more. Only one defender reacting. Again, ( resistance) it's futile. I do think that this behavior is triggered by some conditions ( tactical setup , player attributes ) but it's really really too often observed - we cannot hide this elephant behind the tree. What I would have imagined is that it would have been corrected by now, because it has been reported on the first days of the beta. I imagine it has been reported even in "closed alpha" ( or whatever SI is calling the close testing phase ) because you cannot miss it after 2 or 3 matches. Now here we are, a month from the beta release. There was no ME patch at launch and there is no news of a patch until December, which it feels dreadful for 2 reasons: 1. We have to keep playing like this for another month and 2. I do remember the FM21 December update that messed the FBs and DMs ratings, and we went through the holidays with a really bad version of the game until January. I would hope we get a patch sooner so if anything else is really broken or this isn't really fixed maybe there is time for another quick fix.
  9. Increase the zoom in game and increase the windows app&text size. These 2 together will decrease the number of pixels of your game screen, even if you've selected 1366x768. Then when the tablet and dugout panels will have their size computed -in match in between highlights panel ( via checking screen width and height ) - will fall in other category. Maybe you will have some results. Also, if I remember correctly the tablet and the dugout are established first and the left panel - notable events is drawn in the space left. Maybe I'm wrong.
  10. Isn't this one ? from the match in between highlights panel.xml <container width="342"> <layout class="stick_to_sides_attachment" alignment="all" inset="0" apply_to_children="true" /> <container id="NEvp"> <attachment_group class="vertical_arrange" vertical_alignment="bottom,extend" /> <container class="main_transparent_box" appearance="boxes/custom/match/timeline stats/paper" red_replacement="bg"> <animation class="scale_animation" start_value="1, 0" end_value="1, 1" duration="0.3" delay="1.4" end_mode="hold_end" tween="ease_out" coord_mode="relative_to_target" centre_point="top" /> <animation class="scale_animation" start_value="1, 0" end_value="1, 1" duration="0.3" delay="0.2" end_mode="hold_end" tween="ease_out" coord_mode="relative_to_target" centre_point="top" trigger_id="hidden" trigger_value="false" /> <layout class="stick_to_sides_attachment" alignment="all" inset="0" apply_to_children="true" /> <attachment class="match_ball_fade_attachment"/> <widget class="match_notable_events_panel"> <animation class="fade_animation" start_value="0" end_value="1" duration="0.5" delay="1.6" end_mode="hold_end" /> <animation class="fade_animation" start_value="0" end_value="1" duration="0.5" delay="0.4" end_mode="hold_end" trigger_id="hidden" trigger_start="false" trigger_end="true" /> <record id="object_property"> <integer id="get_property" value="objt" /> <integer id="set_property" value="objt" /> </record> </widget> </container> <widget class="spacer" height="47" /> </container> </container>
  11. I don't want to highjack the thread, so if it's not ok I will create another. Is there a way to add a background picture on the intro panel AND keep the manager 3D avatar ? I just want to remove the 3D "dressing room" ..
  12. Yeah, this is the current state of the game in lower leagues, a lot of the goals look like that. Here are the Goalkeepers stats after half a season (2022/2023 2023/2024) from National League and National Leagues North & South. 40 Goalkeepers with at least 1 assist in half a season. I think there is a major issue with the weight of decisions for the defenders with the new changes added into the FM23 match engine. It doesn't look like an "animation hick-up". Most often than it should happen probably - the decision to hold the line or to cover an empty corner zone is weighting more than the decision to stop the ball. Lower player attributes probably increases the imbalance. Sometimes you can see the CD stuttering; maybe some contradictory decisions are made in sequence ( go after the ball vs stop & hold the line vs stop & cover FB is rushing ) and this also triggers the same effect for the keeper who seems to rush / stop / rush and finally getting himself out of position to intercept the ball. Some form of you get it - no you get it, oh ! maybe I will get - wait I have something more important to do. There was a thread for FM22 where someone had analyzed the amount of long balls the keepers were playing on full game highlights. The results weren't pretty, if I remember correctly. The long ball over the top and defenders missing the headers was another issue in FM22 - not completely controlled. Putting things together: a prevalence of long kicks for keepers ( that most likely has been inherited from previous version(s)) and a new logic for the defenders module added in FM23 (that most likely needs a revision) - gave us the current state of the ME, unfortunately.
  13. I can confirm this also.. happened in FM22, happens in FM23.
  14. I really really really have to repeat this.. Please, please: 1. Add a confirmation message on Reset -> All and Reset -> Reset to Default ! Or 2. Move the Clear Cache options from between them. Or 3. Set up a keyboard shortcut for Clear Cache. Or 4. Set up a save/load preferences mechanism It's just .. horrible to set up everything again and again because your mouse slipped 1 slot up or down the menu. I mean - Clear cache has a confirmation message, the others don't .. Trying to clear cache every time you change something in your skin and puff... all settings gone.
  15. Let them speak man.. It's the feedback forum. Over the top balls should have been fixed some years ago. Yes! and here we are, again. Yes, we all know about international management but if there is only one voice speaking - it's going to go under the radar, again. Speaking up in numbers it's the only way we can hope for some changes to the ways things are addressed or SI is communicating with the consumers. Do you think statements like this happened because it was one guy complaining about ME bugs, roadmaps, lack of communication etc. ?
  16. When squad planner was announced I thought that would be a nice tool to work with. The idea remains good but the execution... it's just bad. 1. It's just too complicated to add players. Why don't they used an already existing approach and tweak it a bit: there is the tactical panel ( screen ) where you have the list of players on the right and the target setup on the left. You can filter and add players to the list immediately. You even get the AssMan suggestions on dropdowns. Why is this list in squad planner so stripped down of functionalities ? After we add players - let us have another tabbed panel and show us the depth per position. Let us switch between tabs and see list of players in the squad or the plan for the selected individual position. If we play on a wide monitor maybe I could modd them side by side. 2. Columns ! Why are they fixed ? Again, there is already a list of players in squad view and tactics view. Why do we use another view with fixed columns ? 3. Why are AssMan suggestions exclusive - clearing your inputs ? And is under dropdowns menus.. The punishment for high resolution players - dropdowns and side menus cascading = 2 pixels to the side and you lose the menu. 4. Why is the experience matrix decoupled from the squad, using only players in the planner ? For me, this is the most baffling decision regarding squad planner.. To summarize, for me it's just not worth the hassle.. Back to squad view and pen and paper.
  17. I had this issue with managers on club overview panel, widget behaving like this. Clear cache, reload skin - worked until next game load. A workaround I found was to add the attribute person_is_human="false" on the widget tag. You will lose the icon popup, but the name will be a link. At least it is now on my club overview. <!-- NAME --> <widget class="person_button" style="bold" alignment="left,centre_y" info_popup_enabled="true" person_is_human="false" size="12"> <record id="object_property" get_property="Pers" set_property="valu" /> </widget> Now I am looking to something similar into the news panels.. I don't remember exactly how this 2 panels work but they are a strange sort... In the panels\news_item_panels\inbox content with transfer person mini profile panel.xml does the widget have the attribute : person_is_player="true" ? This is mine :
  18. I don't think we can dilute "defender running away from the ball " through 100 things that could happen.. This player behavior should be a hard stop. Something is definitely wrong with the decision making of that module - and it should have been spotted. It's not a matter of interpretation - maybe he's tired, maybe he's low on morale - he is running away from the ball ! How has this not been seen? I've spotted this 2nd or 3rd match into the beta.. not even "playing" the beta, just clicking through to get to some panels for skinning ( placed the bug report like many others, and I was certain this would be fixed as it was just blatant). Or if it had been seen - then we are correct to ask how can this be shipped like this ? because there are post here from SI that state that the match engine was locked some time ago and that they were happy with the state of the match engine .. What should we understand from all this ? Either they did not spot an issue it took us 2 matches.. or they spotted it and decided it's ok. Either way - it's bad. There should be some acknowledgement, there should be some kind of day one fixing. It cannot be discussed with serenity - " will talk about it at the patch before Christmas". I do feel for the devs, I do feel for their stress and do think it's not on them because they know how their product is working - I think the management pushed for the release when it wasn't ready. I am saying this without frustration or any harsh feelings, I am just trying to point out that things just cannot be like this.
  19. I was wrong .. somehow I've checked it wrong. There are diffs.
  20. Am I missing something or there are ZERO differences for panels between beta v release ?
  21. With all due respect this isn't a good explanation, because generally speaking a changelist is the list of differences between 2 versions of a piece of software . It doesn't matter if one version is labeled Beta and one is labeled Release.
  22. It should change.. at least in FM22 was changing to " scouting in progress". @Tyburn spotted this also in the skinning forums. Pretty sure it's a bug.
  23. I've installed it and it launches - on Windows to be fair. Sorry to hear that.
  24. I do appreciate this, thank you. I was one ( of many ) who asked for more info regarding plans, statuses and maybe a tinny itsy bitsy roadmap of the fixes/releases etc. and your post is definitely a step forward. Even if this news wont make people happy, we should appreciate the change in communication. Looking forward to more updates and maybe, who knows, some regular dev diaries. And for the devs, I know how big the stress is on release day: you did a good job. Another cycle has pasted. You should be proud. Thank you.
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