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kertiek

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Everything posted by kertiek

  1. on a team/player analysis screen, watch all currently selected highlights, for example on the screenshot, a button on the bottom right to watch all the 3 dribble highllights without having to manually over the mouse on each of them to watch them. it would be something like " hey scouts/analists, make me a compilation with every key pass X player or team did in this game" i want to check it out asap
  2. for years i assumed that in the beta stage starts with an "easy" mode, by this i mean that at the start of the beta morale, team cohesion and tactical knowledge dont have a lot of "weight" and how your team plays in the beta is something like an "ideal scenario" and as the beta progresses with each update were some bugs get fixed they let the morale, team cohesion and other external factors to have more weight in your team performance and by that the results you were getting before are not as good anymore. by this i mean u could have a loss here and there and still have a perfect streak winning every game after that, because morale or other factors are not that important in "easy mode", maybe a player is not happy with his current gametime, maybe u draw a game and morale drops a little, maybe u do a bad team/individual talk and they become too overconfident but none of this matter because the team keeps playing as it had "perfect morale" ( maybe something as u get to play in versus mode were morale impact has fewer factors like contract, training, game time for example). and as the beta progresses and morale and other factors start getting "unlocked" and suddenly a bad team/individual talk does has a bigger impact in performance or overconfidence starts affecting player ratings and that starts a butterfly effect that end ups affecting team performance and suddenly u dont win as easy anymore, because the "ideal scenario" is not there anymore, now it gets affected by more factors. why a believe this? i work in software development and if i wanted to isolate a few variables in a problem i would "disable" some of its features to test something specific, specially since the beta is a "mass" testing before the release of the game, what would be more productive that start testing just a few things and after u check those are working fine for a few days only then let other factors into the mix and then check how that works, what needs to be balanced, if u have everything working at the beginning its way more difficult to pinpoint a problem specially in a simulation game were a lot of features of it can affect just the team performance.
  3. on this subject i reported similar problems in fm22 https://community.sigames.com/bugtracker/football-manager-2022-bugs-forum/564_match-engine-ai-and-tactics/match-engine-22200-forwards-do-not-go-towards-the-goal-r3959/page/2/?tab=comments#comment-41639 https://community.sigames.com/bugtracker/football-manager-2022-bugs-forum/564_match-engine-ai-and-tactics/match-engine-22200-forwards-do-not-go-towards-the-goal-r3959/page/2/?tab=comments#comment-41274
  4. am testing the ME with different roles and tactics in the versus cup mode with the team from my save in career mode imported. vs ai teams these are the stats of the players of a generated ai manager team, surely the could make the generated teams be a little more "dynamic" with the attibutes? specially since ai managers wont take over big teams like real madrid, barca, liverpool and etc. since u cant manually pick those teams to be controlled by an AI literally whole team with 1 flair, 1 aggression, 1 determination, the worst overall player with 12 and the best with 15, every stat has the same value, so the player is either a 12 on everything or 15 on everything ( only one player with 15) most on 13-14 lite
  5. in fm23 as in previous years if u do a touchline shout to only 1 player, u have to wait for a while to be able to speak to the other 10 players. why is this still working like that? since when irl managers cant give multiple instructions in a short amount of time, for example if u shout to an AMR "berate" due to poor performance and in the next play your left back gets a yellow, u have to wait multiple minutes to be able to shout "calm down" to the left back, its like u have to coordinate different touchline shouts bc your manager gets muted for a while and if u make a shout to one or two players to better cross your fingers that nothing happens for the next 10-15+ mins because u wont be able to shout anything to the other players.
  6. my two main frustrations currently - playing with MC advanced playmakers on attack, they always run to the center forward position in every play and rarely participate in the build up, they end up mostly playing as a second forward, am playing an advanced playmaker on the MC position to make them participate more in the buildup with the mentality as attacking as possible so they would try risky Through balls from deep positions (so they have a more attacking mentality than a deep lying playmaker on support) but just refuse to collaborate in build up, even with the instruction "hold position" they just ignore it and run forward every time and stay there holding hands with the center forward while zero participation in the midfield. - inside forwards on support have "get further forward" instruction locked which make them to not participate at all in the buildup, but inverted wingers on support dont have it locked, this forces me to play inverted wingers on support and add "cross less often", this is the only way i found to workaround this problem so my AML/AMR stop trying to run forward every play and instead they stay a little more deep to collaborate more in the buildup, i think the IF on support shouldnt have "get further forward " instruction locked. at least for me the behavior of those two roles are the main problem am seeing with the lack of central play with my formation (4-1-2-2-1), the players just run forward and refuse to participate in the build up, they just wait there on the opposition defensive line with no real participation in the build up.
  7. the problem with the dribble stat is that what kind of play gets counted as a dribble, watch some highlights of dribbles from matches most of them are the player just running with the balll, no feints/skills at all, just running with the ball from deep with a opposition player glued to them, but they rarely do any feints or skills that leave the defender behind, its all just a really nice walk over the park with two players of each team.
  8. i was hoping this year we would get a shortcut to bring the match tablet on and off instead of having to click an icon everry time with the mouse
  9. hey, for touchline instructions there is some missing options when u are adding/removing instructions to an scenario in match plans. you cant read the the options under "stay on feet" and under "prevent short GK distribution", the text is just not there.
  10. i know that, and now u dont have to download anything at all, thats the change.
  11. for me the best and only feature announced that has me interested is having 5 subs and 9 bench players for every season and not just the first one as a covid measure, but that change is introduced by fifa changing the rules for top tier leagues.
  12. see we are referring to different things, the graphical representation of plays are not my main point, they could use only one lame animation for every dribble/feint over and over and i wouldnt have a problem with it, in fact if the solution to get more dribbles in game is watch the game in 2d then i would play it in 2d but is not the solution because those plays simply are very rare to happen ingame matches, the graphical representation of those plays is not the problem for me. the problem is that those plays are so rare, plays from skilled players literally leaving players behind them due to a skill/dribble used, currently in fm22 most of the "skilled" players get a defender glued to them specially when u play with wide attackers, most of IFs and IWs have the instruction "cut inside with the ball" but that rarely happens, what is the most common play they do? run wide with a defender glued to them and they either cross or pass it back to recycle the ball when they have the ball, when they dont have the ball the run into space and end up scoring one taps or assists to other players but thats not what the "cut inside" instruction is, the ingame description of it is "ask wide players to look to come into central areas when running WITH the ball, driving inside their opponent and heading towards the goal" and that rarely happens. i would rather see mbappe messi and neymar attempting dribbles and losing the bals 10+ times per game than what i currently get is just a running wide with the ball to cross or recycle ball back to the midfielders, if dribbling/feints/skills from players arent going to be a common occurrence even when instructed to it, then what is the difference between top tier matches and a match from serie C in italy from example?. in the last 2 or 3 iterations of the game dribbles have been nerfed greatly, and by this i mean actual plays not looking at the match stats (because that is another whole problem in fm22 por example running wide with the ball is counted as a dribble but the defender is glued to the attacker the whole run) play a game in fm15 or fm16 and watch for actual dribbles, defenders left behind walking because they cant keep up with the attacking player, those plays rarely happen in fm22, its not normal or immersive to see those plays 3 times per season at most. what i mean for dribbles/feints/skills ? attacker players literally leaving defenders behind due to feints/dribbles and, not having the defender glued to them the whole play, players like mbappe, neymar, antony, luis diaz, dybala, Ousmane Dembele should be doing plays like those way more than watch they do ingame.
  13. i guess the 30+ reports about it must be a mistake then. https://community.sigames.com/search/?q=dribbling&quick=1&type=cms_records8
  14. ill would buy it if they add dribbling and feints back, playing psg with messi mbappe and neymar and the absence of skills to get past their markers is abysmal, they can run past their markers, but they rarelly use skills/feints/dribbles to leave them behind,its one of the big negatives that marked fm22 for me.
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