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Mars_Blackmon

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Issue Comments posted by Mars_Blackmon

  1. I believe attributes should have a significant impact on the game. Currently, some aspects of the game are too focused on the meta-game, and players may inadvertently use meta strategies that they are unaware of. This detracts from the overall gameplay experience. I also wonder if players actually follow through with the 5-year plans. In my experience, I have been able to achieve all the objectives of a 5-year plan within 1-2 seasons, unless I intentionally give myself a handicap.

  2. On 24/10/2023 at 06:36, farrogant72 said:

    90% of teams since new rules of subs use all five substitutions and most of them do that before min 80. This doesn't happens in game. I.A. rarely make five subs in a game and more of them are passed 90 min.  IMPORTANT!!! Testing, I've noticed that it just happens when you play the game or the game is set to be played in detail. If the game, league or friendly is not set for that, subs are increased. For expample in friendly matches, bench is used from half time and a lot of subs happens in them.

     

    I agree. I noticed that this problem is more apparent with leagues on full detail sims

  3. 6 hours ago, playboi_romeo said:

    still the same man, it seems more like an issue with the game, cause even if you play with high press in real life there's no way you will get so many injuries, and its mostly in training 

    Im sure players get rest in real life. Are you resting players after the game? Training is just 1 aspect. 1 day rest usually fix all fatigue problems.

  4. Instead of making older players decline faster, we need more reputation boosts for youth, managers need to be more open to changing squads, especially in games that aren't important, more injuries need to happen, especially to veterans, and veterans need to lose their reputation, especially if they're now playing in a smaller league.

  5. On 08/12/2021 at 11:58, Andrew James said:

    Hi all, just wanted to provide an update on this and hopefully some clarification on how this feature works in game. 

    The latest update doesn't contain any changes to this. 

    We've looked at a couple of the examples of smaller nations not improving where it seems like they might, but actually due to the way this system works, increases here are always going to be very unlikely. 

    The main factors involved in these calculations are a nation's State of Development, Economic Factor, FA Financial Power and Game Importance. These fields are all fixed, meaning that the potential for changes to Youth Rating in some nations is immediately going to be lowered. 

    A few areas that have been mentioned by some users as potential factors do not actually enter into these calculations, for example the national team ranking or financial status of clubs in the nation. 

    NYR is not the only factor that determines the quality of youth players in a nation - and in cases where the other factors have already been improved, such as the youth facilities at top clubs, can actually make NYR less likely to increase. The reason for this is that NYR applies to *all* clubs in a nation, and is quite an abstract concept to actually define - but if a nation with low spending power is already seeing improvement in the quality of young players due to improvements and investments made by clubs, then the nation itself will deem further investments into grass roots structures less necessary, as the improvement in quality is already happening. 

    In some nations, they will actually be more likely to see an improvement to NYR if the amount of foreign talent in their leagues starts to increase compared to domestic talent - assuming there is enough money and interest in the game to make those improvements. 

    I hope that all makes sense. I've already taken notes from this thread regarding how we can go about improving this feature in the future, but I hope you can appreciate that we want to keep things realistic - and it's a tight line to walk when we're trying to deal with situations that users may achieve in game for which there's very little precedent of in real life. 

    If you have any further questions, please let me know! 

    I think a revamp International Management experience should include the ability to improve the things that are currently fixed for a nation. Reaching goals as a IM should encourage the board to invest more into the infrastructure. 

  6. Was this fixed in the latest patch?

     

    From a very small sample size, it seems that teams are using TAM now and teams aren't in a salary cap crisis. However, I noticed after a sim to 2053, teams had as much as $32,000,000 in GAM! That seems way off if we are basing things on the current structure of MLS as it should be gone if not used in a certain amount of time... Which in the games says 5 years.

     

    Im not sure if the AI is now just not spending GAM enough or it's not expiring. If it's the later, this goes back to my post I made about trading as teams very frequently are trading and hoarding draft picks but in reality the most used asset for trading is GAM and not draft picks. These days, GAM is like a transfer fee for domestic league players and is also used a lot to get additional international slots. Most draft pick trading is during the actual super draft.

     

    Quote

    General allocation money must be used within 30 days of the close of the third full MLS transfer window after it was acquired. If a quantity of general allocation money is not used within that timeframe, it is halved by the league. That halved amount is then available for use during the next two transfer windows. If it is still not used after those transfer windows, the quantity is no longer available for use.

     

  7. On 04/01/2022 at 10:08, murmur said:

    I want to add to this post, as I think I've figured out a big piece of the problem.  In short, the AI is not using targeted allocation money when it should be.

    A primer on target allocation money (TAM)

    In MLS, there are two mechanisms for reducing salary cap impact.  One, which has been implemented in FM for a while, is general allocation money (GAM). With this, you can buy down non-DP contracts (in most cases) such that their cap charge is about half of their salary for any given year.  This is implemented in the game when you click Contract/Buy down salary cap impact.

    However, there is a second way to buy down cap impact - targeted allocation money (TAM).  When signing a player to a contract (either a new signing or a contract extension of an existing player), you can use TAM money to offset the cap impact for any player making above the designated player (DP) minimum that is not a designated player.  TAM funds can be used to decrease the cap value to a minimum of $150k/year if available, and are only utilized the year the player is signed.  So let's say that you sign a player to a three year, $900k/year contract.  You can use TAM funds to decrease the cap impact for year 1 of the contract.  For years 2-3, GAM needs to be used (unless you decide to restructure their contract - then TAM can be used again).

    For MLS, this is an extremely important piece of roster development.  It essentially allows for the development of an "upper-middle class" of players that can really strengthen teams outside of DPs.

    In past versions of FM, TAM funds have been nearly impossible to use.  However, in FM22, you can use TAM.  When signing a player, click on "additional budgets".  A new screen will show up that shows "SALARY IMPACT ADJUSTMENTS".  If the contract is TAM eligible (where the payroll budget is above $612k/year), then you will be able to reduce the cap impact using TAM.  Click on the "On D-TAM" radio button and (importantly) use it to reduce the cap impact as much as you want, as long as you have TAM.  The cap impact will be shown in the section "On Salary Budget".  

    This is an amazing addition for those who play MLS in FM - it allows for quite a bit more flexibility in signing new players, and in dealing with cap issues.  But there is a big problem - the AI doesn't know how to use it.

    TAM and the AI

    Looking at the same game referenced in the previous post, I looked at the LA Galaxy.  In that game, Sebastian Lletget starts the game being paid $924,000 year, with a cap impact of $199,000 a year.  So he has a good cap value, but his contract expires at the end of 2021. Given that he could leave MLS on a free, it makes sense that the AI would want to resign him during the season.

    The AI resigns him on April 4th to a $774,000/year contract for three years, and uses all of its $175,000 of GAM to reduce his cap impact to $612,000.  This is important - in no way is this the right decision.  The Galaxy can easily take money from its $2.8 million in TAM to reduce the cap impact of the Lletget signing all the way down to $150k/year.  However, the AI did not touch their TAM funds.  Instead, they were forced to waive two players and begin the season over the cap.

    Looking across the league at other teams, the same thing is happening.  When either signing new players or resigning current players that are TAM eligible, the AI is either not using TAM, or not using TAM maximally.  In the previous post, Toronto signed Fredy Guarin to a $612k/year contract, and then cut him one month later.  Looking at this cap impact, neither GAM nor TAM was used.  They could have easily stayed under the salary cap and kept him if they used TAM when signing him.

    How to (quickly) fix this

    Given that the AI is barely using their TAM funds, the easy fix would be this: For new signings that are TAM eligible (i.e. cap values that are above the DP-minimum but are not DPs), the team should always use TAM funds to decrease the cap hit to the minimum ($150k).  Given that there aren't many TAM-eligible signings per season, it is unlikely that teams will run out of TAM - and if they do, they can use GAM or restructure contracts.

    And just a note: It would be really nice to put some resources into this. Imagine if a Football Manager game was released and, say, Harry Kane  and a slew of very good Premier League players were released on a free to start the season. There would be an uproar, the game would be rightfully panned, and the issue would be fixed immediately. This doesn't seem to happen with MLS. It's wonderful that new additions (like the ability to implement TAM) have been added - but the game isn't really playable if only the user can use it and the AI can't.

    Nice write up! perfectly explained the main issue with MLS. Hopefully this is fixed!

  8. On 24/11/2021 at 22:08, CallMeRichieB said:

    You're complaining about 99 potential injuries?  :P

    My medical staff has told me to expect 121 injuries this year.

    In the first month of the season I've lost 2 players for 6-8 months.  The next month I lost another for around 3-4 months.  Pretty much every game I lose another one for at least 2 or 3 days.  I'm halfway through my season now and I've had 6 major injuries total where at least 3 months off is expected and 18 moderate injuries where it's generally a few weeks at least.  

    The injuries are ridiculous.

    That’s nothing compared to injury rate in real life.

  9. On 18/11/2021 at 12:08, Rexxigg said:

    I know you probably have enough examples by now from the beta and full release but I just had another extreme situation on one of my saves that I had to share out of frustration. 1022 passes, 100+ passes for each defender/midfielder, 919 passes in their own half to just 117 in the opposition half. PKM - AIPossession 2nd Example.pkm


    My Scout report saying that they have a defensive mentality before the match.   

    271583238_Sociedad-ScoutReport.PNG.983e1e03c685a1edf0ae9713b10fa022.PNG

    My tactics going into the match:  

    Tactics.PNG.c37da5f88d98e850c455fc92c4864115.PNG

    Stats at full time with the heatmap (their entire team playing mostly in the own half)  

    820718643_MatchStats.PNG.b7d60bcb93ff974493b8ee2f731a3e3a.PNG

    Heatmap.PNG.7b180193d74778fe9e4144a0484d8cdb.PNG

    Sociedad players stats and their passes in their own and opposition halves:
    1070070699_Sociedad-PlayersStats.PNG.98dd2cee94387445526830723aef9372.PNG

    Own Half:

    120964751_Sociedad-PassesOwnHalf.thumb.PNG.c32691b45b19f2949c09202f3d82d505.PNG

    Opposition Half:

    942547399_Sociedad-PassesOppositionHalf.thumb.PNG.46de8732f4503f367fe89b04485d6b83.PNG

    Yea considering how the user play the game (balance to attacking mentalities ) AI teams start games with caution and defensive mentality way too often and it’s not just poor relegation favorite teams doing so. 

  10. If you look at the waiver list in the save I’ve uploaded, you will notice that most of those players are actually recently acquired players but the team couldn't fit them in under the cap. Maybe the AI isn’t buying down contracts as often as it should? 
     

    Also, these players are acquired by teams trading their 1st round super draft picks and GAM money. So not only are teams giving up draft picks for a player that they can’t fit under the salary cap, they are also giving away GAM as well instead of maybe buying contracts down so their salary isn’t so tight.

  11. Source from official site

    https://www.mlssoccer.com/about/roster-rules-and-regulations

     

    “Players, General Allocation Money, Allocation Rankings, international roster slots, college protected player priority, Discovery Priority, and Homegrown Player priority in addition to selection position in the MLS SuperDraft , Re-Entry Process, and Waivers may all be exchanged in trades approved by the League, provided all of the necessary rules regarding roster and Salary Budget compliance are met and the trade is completed during a valid trading period.”

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