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Posts posted by BuzzR
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Just now, Neil Brock said:it's about releasing something when it's ready
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.
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21 hours ago, snowofman said:
Hey Guys
i'm in a bit of a confused state, hope any of you have an idea
So
i have a Normal Selector with 2 options
1 file each as normal, both files contain the same content
both files load up fine, buttons can be seen and all. But the buttons on 1 of the options is not doing anything on button press while the other is working fine
i've tried and comment out 1 selector option at a time, and both work seperately
they have diff names and diff id's
i've tried all i know, and looked into other selectors even tried with late loading.
Does anyone have any idea to where my problem might be, something i'm not seeing?
Thanks in advance
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.
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7 hours ago, _Ben_ said:
Try multiline="true" as a widget attribute.
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10 hours ago, alian62 said:Then dont play it . The 3D is just an interpreation of the result . The only problem is the defenders are not showing that
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.
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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.
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.
Here are the AI
defendersclowns .. The CD moves away from the attacker and the ball AND is blocking the fullback trying to catch up.The official phrase was .. " we are happy with the match engine [..]".
It's just... bad. Sadly, it's just bad.
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13 hours ago, LeoFM said:I'm so sick of seeing these kinds of plays in the ME...
I was looking at your post.. Thinking on my previously post:
Spoiler16 hours ago, BuzzR said: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 (
2022/20232023/2024) 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.
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.
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3 minutes ago, snowofman said:
the width="342" control the panels inside the left box.
i hoped it would be that easy. but i've tried on a few ppl's laptop and it seems to be a issue with "small" laptops.
i can only set my resolution to 1366x768 and see how things work, but it's not 100% accurate compared to a laptop
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.
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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>
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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" ..
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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 (
2022/20232023/2024) from National League and National Leagues North & South.40 Goalkeepers with at least 1 assist in half a season.
SpoilerI 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.
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2 hours ago, petertr said:
Yeah, the OP here had that set to himself, just as I do.
Doesn't stop it happening!
I can confirm this also.. happened in FM22, happens in FM23.
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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.
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6 hours ago, prot651 said:So basically you just pointed out what everyone else have posted numerous times . Over the top balls will get fixed. It was the same in FM21 release . IF/IW play fine in my game . We all know out international management. So much negatively. Focus on the good points and cheer yourself up a bit
6 hours ago, prot651 said:Yes and its been documented numerous times that the ME will be looked at . Same issue in FM21 and they fixed it
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. ?
22 hours ago, Neil Brock said:We're still very much checking in on all the feedback here and of course raised issues across the Bug Tracker. Work is going on in all areas, but appreciative that people within this thread are looking for Match Engine based news. We are as always continuing getting feedback from our private Dream Team group on any tweaks and changes we currently have in test. This of course isn't a quick process - as you all know you can't just play a couple of matches to get a feel for something like this, it does take time in order to analyse properly. We also know that information is key, so we are working on providing some more information on the ME which may help some people adapting to some of the new areas which have been evolved for FM23.
Game stability is paramount for us, so our next minor update is most likely to primarily address issues on that front, but as the match team indicated at the point of release, our next major update is the current aim for anything on the match side. Plus focus on gameplay, competition/rule group, UI and all other areas across the game.
Given the nature of software development we can't put a specific date on that yet, but if you look at our update history in previous years, you could expect both of these to drop before the end of the year. Likewise we are investigating ways to allow people to opt in to look at some of our progress prior to a wider release, but that again is something that will take some time.
As always with these things, keep an eye on these forums for information and please do continue to raise any issues you come across via our Bug Tracker. We find it incredibly useful and very much appreciate anyone who takes the time to do so and provide relevant information (screenshots/saves etc). It really compliments the work our QA team do internally. Thanks.
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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.
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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 :
Spoiler<panel> <attachment_group class="vertical_arrange_autosize" vertical_offset="0"/> <flags id="tric" value="icons/26px/transfer"/> <flags id="wpic" value="icons/26px/work permit denied"/> <widget class="inbox_body_text" id="bdtx"/> <!--list of solidarity payments--> <widget class="table" id="SolP" layout="-1, -1" auto_size="vertical"> <list id="headings"> <record alignment="left, centre_y"> <translation id="text" translation_id="227737" type="use" value="Club"/> </record> <record alignment="left, centre_y"> <translation id="text" translation_id="230121" type="use" value="Fee"/> </record> </list> </widget> <!-- extra text --> <widget class="inbox_body_text" id="altx"/> <!--Details--> <container id="conA"> <attachment_group class="vertical_arrange_autosize" vertical_gap="4"/> <!--Name age position--> <container height="84" class="inner_subtle_box" > <attachment_group class="horizontal_arrange" horizontal_layout="140, -1, 260" horizontal_offset="0" vertical_inset="0"/> <container class="inbox_mini_profile_player_details_panel" id="psdt" file=""> <layout class="stick_to_sides_attachment" alignment="all" apply_to_children="true" inset="0"/> <!-- some pictures --> <widget class="competition_news_image_panel" id="ptpc" file="competition/BUZZ/competition news image panel buzz"/> </container> <container class="inbox_mini_profile_player_details_panel" id="pdts" file=""> <string id="skin_style" value="subtle box"/> <layout class="stick_to_sides_attachment" alignment="all" apply_to_children="true" inset="0"/> <container id="psbt"> <layout class="arrange_vertical_attachment" alignment="middle" offset="0" gap="0"/> <layout class="stick_to_sides_attachment" alignment="horizontal" apply_to_children="true" inset="0"/> <!-- person name --> <widget class="person_button" id="pnam" info_popup_enabled="true" person_is_player="true" auto_size="vertical" spec="text" style="bold" alignment="left, centre_y" size="14"> <layout class="centre_in_parent_attachment" alignment="horizontal"/> </widget> <!-- person description --> <widget class="text" id="ppos" auto_size="vertical" colour="faded text" alignment="left" size="10" multiline="true"> <layout class="stick_to_sides_attachment" alignment="horizontal" inset="0"/> </widget> </container> </container> <string id="skin_style" value="subtle box"/> <!--transfer status icon--> <container> <container class="inner_box" id="tsic" appearance="boxes/contrast/standard/paper" red_replacement="red" hidden="true"> <attachment_group class="horizontal_arrange_autosize_all_centre_centered_in_parent" horizontal_alignment="middle"/> <widget class="picture" id="tsci" file="icons/26px/transfer" auto_size="all" /> <widget class="label" id="tslb" alignment="left,centre_y" size="large" auto_size="all"/> </container> </container> </container> <container id="infc"> <attachment_group class="vertical_arrange_autosize" vertical_gap="8"/> </container> <widget class="player_pending_contract_discussion_panel" id="CoDi"> <string id="create_if" value="allow_conversations"/> </widget> </container> </panel>
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57 minutes ago, Rashidi said:
Its an interesting situation. There are going to be people who encounter bugs and others who don't. It doesn't meant that there are no bugs. Each user case could be different. Someone may have a player with a specific trait that is causing a specific chain of events to happen when that trait could be kicking in. Or perhaps a player could have accidentally left a man marking instruction on and continued without realising it was embedded in their tactic. Or it could be the confluence of factors that arise from the design of a specific tactic.
There could be a 100 reasons why someone may see one bug and another might not, and its always a best idea to give a detailed pkm. And this is where things get challenging - keeping emotions out of the bug report. Or just doing a simple one like "look at the goal with a laughing emoji". All it takes is sometimes something more than a pkm. I know they say stick in a pkm, but a pkm is sometimes not enough. Its a good idea to attach your tactic or your save.
And while I do understand the frustrations many have, consider the fact that those pouring through bug reports have been doing it for months. After a while anyone can get jaded. And yes the impact of attributes and player conditioning seems to be quite a factor this season.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.
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3 minutes ago, keysi said:
Not sure about the panels but person properties.xml was updated 100% as I compared it with my previous file, they added some stats and one or two things were renamed or tweaked the short versions of their names.
I was wrong .. somehow I've checked it wrong. There are diffs.
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Am I missing something or there are ZERO differences for panels between beta v release ?
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5 minutes ago, FrazT said:This is not an update where a changelist is provided- this is the release of the game- there will be changelists with future updates when they are released.
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.
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34 minutes ago, EvilWolf1980 said:
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.
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8 minutes ago, Rivanov said:
Thanks! When I searched for it in the Steam Store I found it and could install it.
/edit: Doesn't work on my M1 Pro Mac. App is damaged.
I've installed it and it launches - on Windows to be fair. Sorry to hear that.
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5 hours ago, Jack Joyce said:
With the full version of FM23 now available, we thought it might be helpful if we gave you a quick update on our short-term plans for the match engine.
While the current match engine is the same one that featured in the Early Access Beta, this doesn't mean that we’re not working on improvements. In fact, we're currently in the process of taking on board the feedback we received from Beta players and looking to incorporate this in a forthcoming major update. We have however, included some animation tweaks with the aim of improving immersion, which as an example, means you'll be less likely to see keepers making odd looking saves with their feet.
Making changes to the match engine is a delicate and complex business. Changes that we make often result in unforeseen knock-ons that we need to chase down and fix... and those fixes then often have their own knock-on effects as well. In a recent internal update we had an engine that ‘felt’ really good and played really nicely… except that central defenders were racking up 200+ passes in some matches, which is unrealistically high. As soon as we discovered that we had to 'go back in' to address that issue without, of course, losing the parts we liked.
Although we're happy with the engine in the current game, we’re confident that we can improve on it with the right update, but we need a bit more time to make sure we balance things out. Thanks for all of your feedback so far, it’s been and continues to be incredibly useful.
The Match Team
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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4 minutes ago, Rivanov said:
I can't find the Resource Archiver 2023 in Steam. Is it not out yet?
https://store.steampowered.com/app/2066760/Football_Manager_2023_Resource_Archiver/
It's there but I think they've missed some tags and it's filtered out depending on languages or something. Currently is says it doesn't support English :)) .
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*Official* Football Manager 2023 Feedback Thread
in Football Manager General Discussion
Posted
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.