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About Arnoldzhu

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    ManUtd,Nottingham Forest
  1. 1. Physical attributes and condition may have more influence on players movement (both defending and attacking) relating to accelarating, turning, and keeping running (slowing down due to fatigue after continuous running and jumping and turning within a short periord of time, then he might need to rest and recover, otherwise he might loose condition quickly, and somtimes he might just give up and stop running in certain situations like irl). Low condition should seriously affect a players performance and metal status, like irl a defender when chasing an opposition's forward is likely to loose hope and give up because it's hard to chase up someone already running in front of him especially when forward's pace is usually quicker than a defender. Currently in the game if feels like the players are just continuously running, turning and chasing back too quickly, like iron men or robots. 2. Eliminate sliding in 3D animation. 3. More events or animations besides dribbling, passing, shooting, tackling, such as controlling the ball with various part of the body, pushing, dragging shirts, etc.
  2. Just a simple feedback, played FM17 beta, the opposition AI team (reserve team) still get much more tackles than human manager team (first team), and the overall distances covered by both team are both 130+ kilometers which are way over realistic stats. Doesn't feel much difference from FM16, some simple passes still cannot be simply made by players, and the back pass to goalkeeper still often goes out of bound. Overall, the engine is improved. But still need to be polished. Thank you.
  3. Just been thinking about that too. Playing styles, player types, tactics, training are well connected with each other. A game of football manager as it is, and realism we've been going toward, these areas are most important in the game which need more improvement or even revamp if possible in future. We may have difficulties in winning games, having headache when having no clue or idea in tweaking tactics, that's fine currently. But irl, what a manager could and should do? Please provide us with more exciting and powerful tools and features in the game to allow us to manage (control, tweak, adjust or anything) the players, staff, playing styles (movements, positionings, etc) by various trainings and communicate and interact with as many as possible personnels to do what a manager would do to try to be successful.
  4. I think player's face do grow older with age. But why not allow regen players to change their hairstyles from time to time, changing from between several hairstyles according to their race. Maybe this idea has already been brought up?
  5. Can't agree more! And the same should be applied to some other aspects or attributes too. Some hidden attributes should be more hidden, and judgements should be made mainly based on performances and appearances, not on hidden attributes that are peeped by cheating.
  6. Yeah, I know what we can do now. Thanks anyway. just hope can have more and interesting features in future.
  7. Yes, then how can the manager in the game adjust the position that a player averagely shows up in a match and the runs in different directions? Could there be an easier way to control that in the game and tactics?
  8. 1. Separate development of physical, technical and mental attributes. A new system other than current overall CA/PA for evaluation of how good a player is or the rating of a player. Don't know if I understand it correctly, cos' currently if a player's CA is increased say from 100 to 110, then the increased 10 CA is allocated to different attributes according to a certain mechanism, but in reality, the case is that a player may perform well in training and maybe he is likely most addicted in in physical training such as C. Ronaldo irl, then over a certain period, his physical attributes will increase steadily, and through other trainings and matches he's played, his other attributes may increase logically and reasonably, so, then, his overall rating will become better. That means, his certain areas of abliity is improved, so that it means his overall rating is now better, not that because his CA is increase, so that he now has the chance to be allowed to improve his certain attributes. It's a logically opposite direction. 2. Mental attributes should be much more harder to determine or scout, serveral of them (maybe) should be made hidden too, and can only be vaguely suggested through observation by managers and staffs. And the improvement of metal ability should be more intricate, maybe moulded through a lot of training and teaching and lessons during young ages in youth acedamy. And the match engine should be able to reflect the difference between an experienced player and a young player. In FM16 during preseason friendly match, the first team seems to be easily beaten up by our own U21 team, and don't seem to be in control of the match throughout. 3. More versatile, specific and detailed tactical (both attacking and defending respectively including both movements and positionings) arrangements and settings. Such as the following pic:
  9. Players and staffs personalities should be more distinguishing in different styles when it comes, for a player, to choosing the club, or the manager he'd like to play for, and other aspects of decision making, and the managers and other staffs may have their own standards or criterias as to how good a player is in his own personal judgement depending on what kind of style of a player he fancies, which influences the rating he values for a player. Another thought is about the players ability and attribute rating. As irl, just as some has mentioned above that Leicester city players' ratings and attributes are increased this year in the game according to their performances. And in previous years' version of FM the Leicester players' ratings and attributes are rather poor. This brings the question that shouldn't each of the attributes of a player as well as his overall CA be more dynamic and fluctuating during the game, according to the player's recent performances. Of course, this should be applied based on consideration of whether the performances are really above or below the player's currently assessed ability over a certain long period. Just an immature idea cos the mechanism for evaluating a player and his attributes is kinda intangible and vague. We can see that some players are improved a lot over different versions of FM games (in the database) during several years whereas some players (fairly young) haven't improved a bit over the years, and in the process of games, as long as playing enough games, a young player would most likely has a prominent increase in his CA.
  10. Yes, I realize that. It just seems more difficult to be able to change some details now. And furthermore, this may include more players to become a team play so as to bring more variation to attacking and/or defending.
  11. 1. it should be more difficult to control a bouncing ball or high ball, and heading in midfield where two players are competing to jump for the ball should be much less accurate, the ball may bounce anywhere instead, which adds more to random factors. 2. the attacking buildup and the overall defending positioning in the areas of flanks still doesn't seem real. the wingers are still seems to be too often dribbling alone from deep in the midfield before he is tackled by the opponent full back, while the other teammates and opponents watching him. See real life footall, when the ball is passed through middle, the opponent def. mids and defenders should be pressing; and when the ball is passed to flanks, the opponent defending formation should be closing down toward the flank unitarily. 3. One maybe very exciting thing is that the training and tactics should be more in depth and combined. The manager should be able to design attacking buildups and exercise them in training and be able to see the training performance and get ratings for each player so as to determine which players are in good form and choose him in the start team in the next coming match. And also, the instructions in tactics may be more detailed and clear. The manager should be able to give out instructions like: Examples: 1. If player A (Winger); Holds the ball; then player B (full back); Quickly run forward to overlap; and player C; Move to far post. 2. If player A (Winger); Runs with ball; then One of the two CMs moves into the penalty area; and the other CM; Stays back. 3. If in possession of the ball; then the two CMs; always alternatively make one stay back, and the other; Moves forward; .... so that anything you can think of or imagine you can let it happen on the pitch, and practice the plays in training and inspect them. And you can choose and make instructions before and during the match from among all the instructions your team have practiced. Hope you get what I mean. I don't want to go into more details now.
  12. Just wondering if it would be nice if we can add/assign a picture to players or any personnel in the game like what we can in preference settings where we can add a picture for the manager. In the dropdown menu for each player or staff, there could be "Add a picture", so that it would be convenient if we want to add or change a picture of the player/staff or regen young players or the personnel added previously using the editor. Just a thought, hope you get what i mean.
  13. This has been in the game for years I think. The issue is like this: e.g. English Premier League, 38 matchesto play, and the fixtures are generated in the same sequence for the first 19 matches and the second 19 matches. For example, I'm Chelsea, the new season starts, the first match will be against A team at home, second match against B team away, third match against C team home, fourth match against D team away, etc. So after 19 matches, the second half season still starts with playing against first A team away (of course) instead, and second match against B team at home, third match against C team away, and fourth match D team at home. Hope you get what I mean. Irl the fixture for a season is not duplicate for the first half and the second half in sequence.
  14. However I respectfully find that goal unrealistic.
  15. I think I agree. Physical (natural) condition are largely predetermined when a man is born. Henry runs much faster than Beckham, period, no reason. And the rest is to figure out the real pattern in which a man can improve his physical ability through training, so that everyone can improve, reasonably, in gym, or with fitness coach. But there's no chance for one to be able to go from 11 in pace to 16, or even 15.