Jump to content

BuzzR

Members+
  • Posts

    379
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by BuzzR

  1. I'm sorry, I don't understand this. This discussion is meaningless. We keep hearing on and on every year about lower end computers and protecting the fan base .. When obviously it's not real. It's just not. When your recommended specs are from the time Borat was lunched and George W. Bush was president - you cannot argue that processing power and AI system is relevant and takes precedence over graphics and that's why there are no graphics improvements. You would protect your fanbase by been honest, and deliver meaningful improved products. There is proven evidence of graphics quality downgrade, and this ends the lower specs fan base nonsense argument. There are numerous issues and discussions on this forums regarding animations, lack of stadium variations, set pieces ! bugs that are inherited year after year.. and we keep hearing " protecting the fan base".
  2. What lower end machines are we talking about ?!?! I will repeat myself : This games RECOMMENDED specs are from 16 years ago ! That means it delivers a decent gaming experience ( tested and verified by QA ) on hardware that was high end 16 ( sixteen ) years ago. What lower-end PCs ( lower than this recommended specs ) do you defend when you talk about demanding AI system, optimizing and compromising from improvements ?
  3. So it's not graphics "we are concerned" about eventually, so the graphics could improve but .. ?! I have to remind you the fact that recommended ( not required ) specs for FM23 are: Intel Core 2 or AMD Athlon 64 X2 . Intel Core 2 released date is 2006 and Amd Athlon 64 X2 is 2005. ( from Steam Page ). This year's game runs on hardware that's 16 yo.
  4. I don't understand why we keep talking about low end PCs as a deal breaker for improvements.. I really don't. It's not like a future graphically improved version of the game will run the match only in 4k resolution and the textures will be 4k only - bursting out of that poor video card's vram. No one does that. NO ONE. Rest assured, if by a miracle of god - there will be an improvement in graphics, the lower end PCs will still be able to see the puppet show that currently is the match engine. We keep finding excuses for things that do not need to be excused. SI will not invest in graphical changes - art/ animation / stadiums licenses / geo-location variety until a competitor will outplay them in this field. And they don't have one competitor in any field. There is a post a couple of pages back, that shows the downgrade in graphics that happened between FM17 and FM18 going forward. Let's not forget it! - because it renders useless all discussions about graphics. If lower end PCs delivered a decent gaming experience in 2016 for FM17, I am pretty sure that they will do fine in 2022+ with at least the same quality of FM17.
  5. Me waiting to go home on Saturday thinking that @gunner86 is playing the beta thanks to me !
  6. This Friday, 8th of October.. Because I'm at a wedding on Saturday and obviously I have to suffer for not being able to play the beta ( a lot ) during the weekend.
  7. Never !! Manager Timeline as a headline feature is what you need!! Yap, on a serious note I would love to see a new set pieces creator .. We are talking about this for ages and every year we are ignored. There are pages after pages about set pieces in the suggestions forum, there are countless comments about the embarrassment that is the set pieces creator - and it is like this for years. I really, really hope that the match engine improvements and manager AI do live up to the hype - because the other headlines are just - decent. Also let's be fair, for a full price every year we should expect match engine improvements. It should be a given. At least the default skin has less purple.. that should be a major headline feature.
  8. Check this out - it's an older post where I've tried to explain the symbolic link for graphics:
  9. Unfortunately I've lost interest for the current edition the moment the new game was announced.. and it happened before. Just finished a season 2 days before FM23 release date announcement and it didn't helped either - going through the chores of pre-season thinking I will be half season in when the new beta arrives. I will keep FM22 for skin comparations and as soon the FM23 beta arrives I will start porting my skin - this year will be tricky for me having less and less free time ( recently changed my job - new environment, new people, new job! - a lot of anxiety and less free time). So yeah, I would love to start a long save with a custom database - and I would have to wait for it ( and the full release ) and until then It would be skinning - hopefully not too many changes necessary. P.S.: I've managed to set up a symbolic link to a graphics folder, and all my FM games are pointing to the same folder. No more moving, duplicating 20+ GB of pictures, logos, kits.
  10. You can for WB on Support duty as @ImDaWeasel said.
  11. Hi. I think it would be very helpful if we could gather tactical changes into small snippets in order to set or unset any combination of tactical instructions, opposition instructions, set pieces collections and access them easily in match via a drop down menu. I know there are plans available but they are triggered by scenarios. I would like to build some snippets of tactical changes that can we could enable / disable anytime we want and would save a lot of clicks. Thanks.
  12. How can you tell if you had a good preseason in terms of fitness and the players are ready for a long hard season?
  13. The skin is delivered from cache. Clear cache, reload skin and then analyze changes and ( most likely ) errors. From your screenshot looks like you have a TCS ... - copy folder, and it's most likely parsed by the game with the same name as the TCS skin [non copy] ( most likely packed). Are you certain you are using that "copy" skin in-game ? Use the Skinning Guide and Knowledge Base in the topics pinned to the top of the forum and start clean. Use the base skin provided there and make the match panels work with it. This way you have a one point of change - you know the base skin it's working as it's provided as it is from the game files, and add to it ( the panels you want from FME skin). Step by step, see what's working and what doesn't - what panel this panel references etc. Make sure you clear cache and reload skin with every new file(s) you add to the skin. Reloading skin only doesn't work when you add a new file to a skin. ( if you have cached enabled ). As @snowofman said this was rude and uncalled for.. There is a lot of effort put into a skin and a lot of energy is consumed scrapping through these god-forsaken xml files. Read this :
  14. " Knocks ball past opponent " is such a pest of a PPM. I have attackers & defenders with this trait and it just cannot be unlearned.. I had an IW that I've had him unlearn this for 3 seasons. Failing and failing again. Now I'm at my third try with one of my starting CD because that's a thing for some reason - CD with knocks ball past opponent. It's so specific for wingers, wingbacks but it's just bad.. you see it in game - usually there is no space to push the ball ahead and they lose it. You don't want to see how it looks for an IW pushing the ball away when he cuts inside - straight to a DM or whatever. I would agree that ok, it is here .. if you have a winger and there is space ahead of him - ok. But why is so hard to unlearn ? Clearly we use this player differently - for 3 years now! I don't know - sometimes some mechanics are just " compute a hard cap from attributes and roll the dice."
  15. It looks very nice and I don't mind - I'm really glad. I'm an influencer now Thank you so much for your panels - it works great. Here's mine after your input ( click to enlarge ):
  16. Hi @snowofman - Never managed to make it work. It would be amazing if you could share the file, thank you.
  17. I feel your pain. I used to do that but I gave up flipping all over in 6 panels to get some info.. What I'm doing now is look at their formation and shape and : - adjust the defensive width to narrow if they have inside roles on the wings, maybe set my DM on defense if I play a better team with an AM role. -adjust the attacking width or focus play on the flanks if they are crowding in the middle of defense with 3 CD and/or a DM. But this is more of an in game feel, looking at the match for a little and see if there is a lot of space on the sides and we are struggling to open them. That's it. No Data Hub, no who's who.. to much clicking around to find that info you want. I think there is something in there and can be useful if someone wants to dig into them - but opposition report UI panels are so needlessly complicated. You get a mail with some kind of summary from the scout : You have 3 buttons on the bottom and a hyperlink on top that will get you to : A. Overview and Submenus in Data Hub - Next Opponent and B. Team Report and submenus on that opponent "page". And from A or B I'm flipping all over the place to find out that : they scored a lot from inside the box, that their manager kind of likes man marking , assists are x% trough balls etc. I mean there is info, but it's all over the place. Some panels are ok, some of them are awful like the Data Hub/Next Opposition/ Scout report panel . And do not confuse this with [ Team ]/ Team Report/ Senior Squad/ Scout Report . And then you get the mail from the analyst who says the numbers are fascinating - but this you already know, because all numbers are fascinating . For example I would love to have some precise information : "crossing is a strength of the squad overall " - all of them ? do they have an assist heavy winger ? Who? I have to click : Team Report/ Senior Squad/ Report/ Select Scoring - Select Assists and see 10 assists on their right wing. Ok. Why don't you tell directly ?! And I still don't know who's the main assist guy on that side ! Is it the winger ? It's the fullback ? It would be nice if we were able to customize our next opponent scouting overview page: - I would want to see the most likely formation and style of play, - some relevant info about the manager tendencies - marking, mentality, - some info about goal scorers , assists - who? from where ? Then if you want more, dig deeper with some more organized panels. Anyway.. sorry for my long post. Hope I didn't highjack the thread.
  18. That's a cool analogy . I totally get what are you saying - the scout's report is an "opinion" based on multiple factors altered by his ability. Sometimes I found myself struggling to translate a simple real life concept into the game scouting module. For example: It's midseason and we kind of struggle scoring. We are creating chances but my strikers are just.. bad. So I would say " we need a better striker !". Here are my 3 strikers : In my AM assessment they kind of have the same ability (2,5* and 3*) - and are good for lower leagues ( League Two and National League ). ( *Never mind I'm in Championship ) Now, as I said - we need a better striker Mr. Scout, but I can't set up a scouting assignment saying "get me better strikers than this lot " or " get me a decent Championship striker ! ". The only thing I can set up is current ability ( = stars in scout's opinion ) to a larger value - say 3.5*. This could be and it is different than Assistant Manager's opinion. Fair point. But now I'm stuck with 2 relative measurement scales ( Scouts opinion and Assistant Manager opinion both relative to the players I've got) and I have no translation between them. Add to that the fact we are newly promoted to Championship, punching way above our weight. Instead of a helpful hand from the Scouting Team now I have a headache . I've started with simple concepts : " we need a better striker !" or " a decent championship striker " and I have 2 set of players with 2 measurement scales. I know one set of players is bad - my own, but are the ones in the other set better for my current situation? Ok, It could be an argument that if the scout finds a decent League One player it is correct to say it's better than what I've got now. Anyway, maybe I'm babbling too much and make no sense.. long story short : I would like to set up scouting easier, with real life concepts/ ideas rather than relative star ratings.
  19. I've got a decent amount of hours into the last 3 FM releases, but I still can't get a hold of how scouting works sometimes or how to use it efficiently.. For example: Let's take this assignment It looks easy. Find First Team Players ( i.e. scouted ability = good ) in England. *never mind the transfer fee for now. Now the confusion starts: 1. What does GOOD Scouted Current Ability really mean ? I know it equals 3 stars, but the stars are relative to your team only. It means 3 stars players ( in the scout assertion ) relative to my players at the start of the assignment or at the moment of the new found player assertion ? Because during the scouting assignment I could sign a new player that it will be viewed as a 5 star player relative to my existing squad. What will then be a GOOD player for the existing scouting assignment? Does the " good " value updates when my squad changes during existing assignments ? Is it evaluated and computed every time it filters a new player or is fixed at the begging of the assignment ? 2. How does Scouted Current Ability help me in anyway relative to the league I'm in or would be next season ? For example: I've got promoted to EFL Championship and I want to find good/decent players for EFL Championship. There is no way I can set up an assignment like this. I should be able to do so, disregarding the ability of the scouted players relative to my current players. 3. How does Transfer Budget filters players when the transfer value is a range ? And why isn't there an " Unspecified " option of transfer budget ?
  20. The game generates a copy of a DEFAULT view if you change the columns - resizing, adding/removing columns etc.
  21. This should be No.1 on every wishlist. We need an improved manager AI and it should have a lot of flavor (behaviors) tactically and squad (people) management wise. Secondly I'd say we need a complete set pieces rework : from the UI to the way they are executed in the match engine. My third point will be about atmosphere - I would like to feel a difference between managing in Italy vs England or say.. vs Argentina. I would like to see different stadiums ( moddable also) , different fans / owners / media behavior .
  22. I've got over the 750h (personal) milestone into this edition, so here are my 2 cents.. (~200h are skin testing but never mind that ). This one as a whole is an improved release over the '21 edition - considering last year's FBs and DMs ratings issues, no data for some stats etc. - things that were gamebreakers for me and I had to wait for the eventual patch, without playing. Obviously last year release was complicated with the the pandemic and all that. This '22 edition is polished and robust with no gamebreakers - again this is my humble opinion. The new features : - Data Hub - I have to admit I'm not using it much, and the lack of using it doesn't impact my game. It's nice, it's pretty but I can win without it. This isn't a bad thing, I'm sure there are other players that use it. Probably it's a building block for things to come so will wait and see. - Staff Meetings - again, not using them - used them 2 times and then went to inbox until the AI has some interesting and useful advice. It just doesn't add something meaningful to the game when 90% of the advice is discarded. - Deadline Day - this is really fun, and I love it. I'm using it whenever I have some money to spend and I need some last minute backup player, or I see some bargains .. - Match Engine Improvements - this is good. I can watch the comprehensive highlights without getting bored or knowing from the start what will happen. Tactical changes are impactful, you can understand what you can change to alter the game... I do love this year engine. - Wide Center Backs - adding complexity to tactical aspect of the game is a good thing everytime. Other considerations: - Default skin - not the best outcome, and this is going on for years now. There are some amazing custom skins out there and man, SI should start talking with the guys in the skinning hideout forum . At least put some wiki or some official help for the skinning community. - Set Pieces - it's 2022 and we still use the same lame, tedious and rigid menus to set them up. Not acceptable for a full price release year after year. - Player interactions, media, team talks, team meetings - I think here we need some work because they are .. bad : UI - clicking all over the place top, right, down, center ; options - same and generic and boring; strange and/or silly outcomes with no relation to the facts - team meetings are the worst. But other than that .. I found this a very very good and entertaining FM edition. I'm having a lot of fun playing it.. I had a lot of less fun skinning it - but that's another story . This game was and is a good escape for me, helping me a lot with my depression and mental health. So.. thank you devs ! P.S. Edit ( I'm old and I forgot ) - I would love to be able to edit the stadiums. I think would be amazing, with the community getting involved - It would be amazing !
  23. Maybe it's something related to Transfer Type and/or Transfer Budget Filters. I've always found them a little bit strange - they look straight forward but they are not. Whenever I have "Automatic" on Transfer Budget - I've got zero or very few results back. I think the transfer value changes from this year are messing with this scouting filter. I suggest you test some scouting with a big value on the Transfer Budget and see how it goes.
  24. Hi, I think it's panels\news_item_panels\inbox content with transfer person mini profile panel.xml and the nested one is panels\news_item_panels\inbox mini profile player details panel.xml I have no idea for the name disappearing issue - maybe some weird alignments ( autosize or fill sometimes push controls out of parent boundaries ).
×
×
  • Create New...