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Liquid Cool

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  1. Playing with Athletic Bilbao is usually a lot of fun as you can only sign Basque players, which means you'll learn to rely a lot on youth (and plunder some of the other Basque clubs like Real Sociedad for their talents).
  2. But the problem right now is that we're stuck with a lacklustre match engine for FM19. Imagine if development and opt-in-beta kept continuing - instead of us having to wait until November for the next version of the game where issues may or may not have improved. I pretty much buy FM every year anyway. This year around €30. I'd happily pay twice that spread over the year to, say, €5/month, if it meant I got a game that's constantly improving, instead of only improving from November to March, and then having to start all over the following November with a whole host of new issues. And you can't really compare FM to Assassins Creed, Anthem or Destiny. Those games are regularly one-upped by new, shinier games. FM is more of a constant, with a slow, iterative development progression. Something like Paradox' strategy games would be a better point of comparison (Crusader Kings 2, Stellaris, etc). CK2 was release in 2012, and got its' most recent major update in November last year. I don't know if it would work out financially, though. It feels like the sales depend on the November hype.
  3. I understand. But some say that's the future of (some) games; Games As A Service.
  4. This is may be off a tangent, but could it be time for SI to consider a kind of subscription model for FM instead of a yearly purchase? Imagine paying €4-5/month with continuous updates and opt-in beta periods where new features are tested and the match engine is constantly improved. Would it work from a business perspective? Or would it miss the novelty of getting the NEW Football Manager every year? Would it work from a design perspective? Or would the slow'ish, incremental updates hamper the introduction of new and radical ideas? Like totally changing the UI from one iteration to the next or altering one of the modules in a significant way?
  5. But I don't want him to underlap. I want him to go to the touchline and cross
  6. Here's an example with short passing and low tempo. EDIT: There's nothing wrong with an example like this in an isolated sense. But like I said, my impression is that these situations happen more often than in earlier versions of the match engine. I haven't done enough analysis to determine whether it's a systemic problem.
  7. Yeah, I've noticed an increase in those out-of-play passes as well. The pass itself usually looks ok, but it seems to me like the wide player isn't following through on his forward run, and thus not reaching the ball. That in itself isn't unrealistic, though; it happens in every football match. It just seems to occur more often in this version of the match engine than previously. EDIT: I just had another one where it was definitely the passer's fault, and the wide player had no chance of reaching it.
  8. Then you need to sign them up on long contracts while they're young, and add an "Optional Contract Extension By Club" for as many years possible when negotiating that contract. Then you can either reject their transfer requests outright, or just accept it and let them sit on the list - I don't know what's better for their morale.
  9. I haven't tested it thoroughly - but it was very evident when processing outside of a match. I realize it takes some CPU power, but this was taking up around 80-90% of my i7 6700k.
  10. After updating to the latest beta, the game is suddenly HAMMERING my cpu - to the point where my entire system become sluggish. It hasn't done that on the earlier version.
  11. Try forcing V-sync to be ON in the 3D-settings in the Nvidia Control Panel. And maybe also G-sync in one of the other menus.
  12. Since the B2B midfielder has "roaming" active, it would probably be a good idea to partner him with someone who's more stationary. Deep-Lying Playermaker would be an obvious choice, as he has the opposite instruction active ("hold position"). Alternatatively just a plain old CM. In earlier versions of FM, the Ball-Winning Midfielder was set to press a lot, which could easily get him out of position - bit it seems that's not the case this year. At least for the visible instructions. He might be hardcoded to be more aggressive. Maybe try a few combinations and watch some games on Full Commentary and take notice of how they move?
  13. If you go to Scouting and click on the Filter tab (and the Advanced Filters further down on the new screen), you get some control the scout reports you want to receive. I haven't experimented much with it myself, though.
  14. I'm having a similar issue and it might just be the way the match engine is designed. But I'll try to experiment a bit. Maybe it would be beneficial to tell the players in question to "take more risks" and set their passing to be more direct. Also, it's a bit annoying that attacking full/wingbacks, for example, can't be told to dribble less - as that might cause them to cross the ball more as well. I'd really like the fullback role to be more generic, with less preset instructions, like the wide midfielder role is.
  15. Your saves are most likely in this folder: C:\Users\(your username)\Documents\Sports Interactive\Football Manager 2019\games If you copy everything from the "Football Manager 2019" folder it will include saved tactics and set piece set ups etc.
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