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Mars_Blackmon

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Posts posted by Mars_Blackmon

  1. 13 minutes ago, krkyseventwo said:

    I spent my weekend mucking about on the editor. All managers (full time, part time, amateur, unemployed etc) based in England, Scotland, Spain, Italy and Germany. I put them at 16 and 16 for ‘use of subs’ and ‘squad rotation’. I also had 18 and 15, 17 and 14 for 3 year sims. 

    The game appears to be more balanced in terms of score lines, and definitely more subs and squad players being used. However, it takes away the individual real life preferences of the AI manager and scores like 5-3, 7-1, 6-2 etc, are non existent. They do happen IRL so that’s not realistic either. 

    Makes me appreciate how difficult a job it must be for SI because they are just a stat away from it being a completely different game. 

    Was this the sub attribute/tendency set to 0 for all managers?

    I haven't got the chance to test but from the sound of if, seems like it was the culprit. I would post this in the bug forums, probably under the database section.

  2. 1 hour ago, kiingallen said:

    Fair enough. 

    Although based on my entirely subjective experience, I would still welcome some defensive improvements or, less successful passes, especially at higher tempos under pressure (that reflect player attributes of course). 
    Sometimes I feel like everyone is press-resistant one-touch masters. 


    i will say - I haven’t ran any tests or checked stats. Just purely off the eye. At one level with Ajax.  

    The through balls I am seeing in England level 10 make me feel like I'm playing with Barca. 

     

  3. 34 minutes ago, whatsupdoc said:

    No it happens with squad players too. 

    But in every team you need some players who are important, regulars, key etc to satisfy the dynamics requirements...

    In this build you can't balance that with injuries and having a decent sized squad.

    I’m saying that because i haven’t had any of these issues with a balanced squad. You should have way more squad and regular starters than key & important players. And you probably shouldn’t have a player listed as a regular starter if he’s not a regular starter, for example, players outside the starting 11 shouldn’t have this label. Are you saying that squad players are complaining about missing some appearances?

  4. 25 minutes ago, whatsupdoc said:

    Yep, me too. You need a big squad and rotation to deal with injuries, but if you rotate unhappiness is inevitable and spreads like wildfire destroying team morale. Unplayable long term

    Is this happening with players listed as regular starters? Stars and important players need to literally play in every game. Managing playing time isn’t just about usage but also their designated role. You can also change this at anytime and most times they will accept.

     

    while there is a legitimate bug with squad depth complaints, i think a good percentage of player interaction compliant is missunderstanding and lumped in with the squad depth bug. 
     

    if you have a team personality of professional and your team falls apart because of small things then it’s probably a bug.

  5. I use my shortlist to indirectly influence scouting. I don’t manual scout as I try to give as much control to the AI as possible to negate any advantage since the game doesn’t offer any challenge (sad) 

    I don’t trigger any scouting assignments for any interested player. I add them to the shortlist and have keep reports updated selected. I name this shortlist “Potential transfers”. I also have a shortlist called “Watchlist” where I don’t keep reports updated. These players don’t meet specific requirements like not being interested in a transfer to my team, doesn't fill a positional need, etc but grade high on the scout recommendation.

    Also, once players don’t meet a required grade, i remove them from the shortlist to stop it from getting bloated 

    Nothing really fancy.

    benefit of using shortlist is that you get to track their form on a game by game basis.

  6. 45 minutes ago, psucolonel said:

    Is FM24 in good enough shape to consider beginning a new long-term career save?  I realize of course there will always be some bugs at launch, but I am just wondering what the consensus is on this, and whether or not it might be better to wait for an update(s)?

    Long-term save? No, simply because AI doesn't rotate or sub players enough. Therefore, AI will spend big money on players and never play them like they should.

    BTW, this is SMJ from OOTP forums...

  7. 1 hour ago, Kickballz said:

    I'm starting to think this might be a decent option, if only to stop this debate coming up again and again.

    Why not allow players to nerf themselves if that is what they want? It is exactly what most other strategy games do.

    Yeah, and most good strategy games implement buffs for the AI. I wouldn't say I like that route, but SI contradicts itself by saying that it wants an equal playing field when they continuously allows loopholes for the user in the game, whether manipulating the transfer market or implementing tactics that the AI never uses. And why are there only about 11 formations available to the AI?

  8. 2 hours ago, MrPompey said:

    Key issues appear to be, among others:

    1. Significant GK injuries, appear to be above norm in real life

    2. Increased number of goals scored / chances converted compared to real life, may vary across FM nations and leagues and ME detail they are played in

    3. Missing circa 150 players from J-League 

    4. Unwarranted squad depth complaints from squad, also causing squad unhappiness 

    5.  AI sub issues

    6. Player rotation / player condition

    7. AI Squad building

    I guess people can make their own minds up regarding waiting for potential fix resolution or starting a save but there have been a number of people advising how much they are enjoying their FM24 save as is

    Whilst GD has never been a patient group I would echo Jack's comments that its best the fixes are not rushed to avoid the "Wack-A-Mole" effect as disappointing as it is for everyone wanting to commence their long term saves. It would also be worth noting that no matter how many times asked, SI are unlikely to confirm an expected date of any fixes and for us to remember "its ready when its ready" and that should be "very soon"

    I would say that this is general. There are a lot of bugs at the league level for different competitions, which makes those leagues unplayable.

  9. 11 hours ago, Etebaer said:

    The thing is Gegenpress is an active tactic and in my epxerience you have more success with active tactics than with passive ones in FM  and honestly that is not so far of from real football.

    Passive Teams lose more often than active Team if the activity is well balanced (not like the former german nationalteam that invited the oponent to make them lose with stubborn predictability).

    Also Gegenpress if done right catches the oponent in his most vulnerable phase of play and should rightfuly increase your success.

    Exhaustion is only a matter if your opponent is in result less exhausted than you but if done right he will be at least equaly if not more more exhausted and demoralized.

    I dont see why Gegenpress should not be a strong tool to use?

     

    Playing a passive tactic means pretty much: Pls dear oponent gift us the points - will you be so nice?

     

    The problem is that it is strong with players who don't have the physical or technical attributes to play it at a high level.  You can Gegenpress your way from Level 10 England until it is time to buy better quality players, which is usually League 2. 

    In reality, players in level 10 using such tactics should be very fatigued, caught out of position, and lose the ball way more than they are now.

  10. 3 minutes ago, paracoolo said:

    It's kinda funny that everyone here complains that high pressing is easier to win but it's the same irl.. So what do y'all want, a more tactially-fair game or a realistic game? Because realistically, the last 5 CLs winners  all play some sort of high pressing tactic. 2022/23: City      2021/22: Madrid       2020/21: Chelsea      2019-2020: Bayern       2018-19:Liverpool.                                                                                     

    The only team that didnt really play A high intensive pressing was Madrid but if u watched the game, Liverpool dominated the game with their high pressing. So it kinda makes sense that high pressing works better than the others.

    Football is more than just the Champions league and the top 5 leagues...

  11. 2 hours ago, Jonthedon26 said:

    Well then they should make you pay for searching in the first place, make it a real tough decision as to whether you go down the intermediary route or not. As it stands at the moment it feels totally unrealistic to me. Basically as it is now the DoF goes out to various intermediaries and they just come back and say "no we won't be able to sell him" without even attempting to do their job as an intermediary and find any potential interest? 

    My implementation (if possible in the coding) would be DoF goes to various intermediaries with player X, you get a list of said intermediaries that are either local, regional, continental, worldwide and you can choose which level you go with. Each one has a cost for shopping around/drumming up interest in player X, for ease sake £10k, £20k, £30k, £40k, and you pay that up front for them to go around and shop around/drum up interest, then there is also their intermediary fee for an actual sale (like 2%-5% or whatever of the fee).

     

    If they don't or can't garner any interest in the player, it has still cost you £10k or whatever to hire the intermediary to go out and look for interest in the player. I don't feel like in real life a whole host of intermediaries would just come back to you straight away and say sorry we wont be able to get any interest in that player without actually going out and looking for/drumming up interest in the player. 

    That's just my take anyway. 

    It's assumed that the DOF already went through that phase already. We are just given an option as the manager to choose which one to hire. As the manager, we aren't directly looking for these people. The intermediaries are working within their own network. 

  12. 1 hour ago, Jonthedon26 said:

    I feel like that intermediary screen should be available every time you try to sell a player via intermediary. You should be able to select which intermediary you want to use based on their fee/expected price, then if they can't drum up the interest they should come back to you saying so, and saying there is no fee as they haven't been able to drum up any interest. You shouldn't know if there is interest before you have selected an intermediary to actually go out and establish if there is interest. 

    It doesn't show up because no intermediaries think they can offload the player. 

    If that screen with offers showed up, it would contradict the DOF...

    Also, note that hiring an intermediary isn't a guaranteed sale.

  13. 3 minutes ago, Jack Joyce said:

    Absolutely!

    • GK injuries - we're working on some tweaks to reduce them down a bit. Just for GKs, the overall injury balance is looking good. 
    • Subs - I know the team are working on this one as well, but anything to do with team selection such as rotation, subs etc. takes a hell of a lot of fine-tuning, balancing etc. I know it's painful sometimes waiting for improvements but the more time we get the better changes we can make. Rushing these things can often make things worse and we've really tried to move away from these rushed fishes with the match engine in recent years.
    • Rotation - Similar to subs, the team are working on it and there's a bunch of improvements in the works.

    Fixes are coming and apologies for the wait, but all the feedback has really been invaluable so keep it coming please with save games and PKM examples.

    Genuine question, but do you all release features list before they are implemented into the game?

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