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azymin

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Everything posted by azymin

  1. I'm finding the game way more challenging after the final update. Playing as Dynamo K and 20 matches in I have 4 losses in domestic league. Most of the time I have 1 loss or less during the entire season. It's not just me, Shakhtar is dropping points left and right, when usually it's a race to 30 wins between them and Dynamo K. I really don't feel like I can just roll out same gegenpress with mid season adjustment and win every game domestically.
  2. Evidence bas football made a video on how pressing and mentality changes have no effect of how fast players get tired. Just confirms why gegenpress is so OP. Just silly stuff.
  3. Doesn't SI have to completely recode the game for Unity? I am REALLY scared for what 2025 version is going to look like. I mean they either don't have time or desire to fix long standing issues with the same engine year after year. What happens when you have to move the whole thing to new code???
  4. Is anyone using targets for loaned out players? Any feedback?
  5. Oh yeah I've seen that! Lol You also can't change staff numbers with in game editor either. Really annoying.
  6. Board approved 4.5mil training facility upgrade but won't let me have another coach...they're still approving raises in wages. Kind of wondering when the staff numbers issues will get fixed. In FM23 I had 200mil in the bank but the board would never let me increase coach numbers.
  7. I've run into the same thing many times. Be careful not to over rotate your squad tho. Or to over tweak tactics. I tend to do the latter.
  8. Ok! Match engine is great! Now to completely overhaul interactions, international management, scouting, and graphics engine! Too easy!
  9. Anyone notice how the half time talk impacts don't seem to stick when 2nd half starts? I make players all happy at half with rainbows and butterflies and when game resumes they're all shown as neutral emotions.
  10. Just the number and variety of replies should tell you something about the state of the game. Frankly there are simply too many areas that need improvement to put in a single post. How long has it been since SI put in a new feature that was fully functional right away? How long has it been since features that are already in the game have received a major update? Unfortunately FM24 is highly likely to be just as disappointing as FM23. SI will continue with its course until the sales drop.
  11. I feel it would be kind of cool to have managers with traits such as - gegenpress pro (Klopp), tiki-taka master (Guardiola), total football (Lobanovskyi), defensive wiz (Mourinho), etc. The traits would interact with either team or individual player characteristics in various ways. For example - a strict disciplinarian would have a negative effect on players with high creativity and flair, unless the players have high determination, work rate and maybe bravery. An offensive master would allow the opposite to be true - creative, technical players would flourish but "grinders" not so much. A total football coach such as Lobanovskyi would require players with high work rate, stamina, natural fitness, teamwork, bravery and aggression, who would also perform better under his guidance. This would certainly require AI to build teams to fit the coaching philosophy of head coach. Each club can also have their own philosophy and only hire coaches that fit this philosophy. I have a feeling this is probably not workable given the state of AI and squad building, but would be cool to have imo.
  12. I don't see how you can test balance of a game if inputs are balanced. That's just a test at ideal conditions that doesn't stress test the system at all. I do agree that we're going in circles now. We'll agree to disagree on this one.
  13. It looks like the post you link supports argument about pace and acceleration having much higher importance than a lot of the other attributes?
  14. If this is a reply to my last comment, then you're not actually replying to what I wrote. You're misrepresenting the argument. We're talking about game balance, not discussing whether you can win in other ways. Nobody said that there are no other ways to overachieve. I just don't think you're really reading what we're trying to convey here. Separately - do you really think you can put together a team of 2nd and 3rd tier players based on other attributes, set a tactic and holiday into 4th place in EPL (that's what was done with Forest above)?
  15. I think the point you're making here is that you have to play a certain way to maintain "realism" and "balance" in FM. You have to play in a way that would reflect how a club/coach/owner would behave in real life. Is that an accurate description of what you've been saying? FM is a video game, it's not real life. For a video game, the 2 lines above prove that the game is not balanced. That's the whole point of a video game - you can try to play whichever way you want, realistic or not, but the game can handle it because it's well-balanced. Regardless of what is done to the players and database, the results of Forest above should not happen in a well-balanced game. You can expect a team full of 5-star players to dominate and a team full of 1-star players to lose. Generally speaking that will happen in FM. It's balanced in that way. It is not balanced to handle an overload in specific attributes. Not all attributes are equally important. As posted above, a mentally heavy player will perform worse than a pace heavy player. The game is just not balanced to handle pace overload. If it were, the teams would be playing with a low block and be able to handle pacey players. I guess I can see how you'd need to look deeper into how exactly teams played against Forest, and if Forest is scoring strictly on counter-attacks, but the counter to that would be that Forest is full of 2nd and 3rd tier players, so no amount of tactical know-how would compensate for that in real life. If FM is a representation of real life in which AI managers stay close to reality then in real life that Forest team would have conceived 130 goals and had 5 points by the end of the season. That's not what happens above. I mean the game is just not balanced. Whether it's individual attributes or how well AI handles different things it's just not balanced. I don't know how you can really make an argument to the contrary.
  16. I don't really understand what you mean here. How is his Forest save unrealistic? He also used real players.
  17. @herne79 I disagree with your points. Yes, you can play FM in different ways. However, in a video game one of the fundamental concepts is balance. If a game is not balanced and is full of exploits it becomes less fun to play. When you play a game you have more fun when you win. I don't think that's debatable, at least in the context of a managerial sim or a sports game. If there's a clear way to an easier win, players will have to consciously stay away from using it to make the game feel more fair. It's not as much fun to win if a game is not fair. A balance problem becomes largely equivalent to a cheat, if you follow my train of thought. It juts takes away from the fun of playing. You'll have to consciously limit yourself and live with losses when you can potentially win by using this exploit. I don't think that's fun. On a separate note, it's up to a developer to make a balanced game, not up to the consumer to limit themselves in how we play a game because of balance issues. I think your point would be valid if we were talking about winning with a hard working brave aggressive gegenpressing team vs a technical tiki-taka team, but that's not what this thread shows.
  18. I believe in fm22 when you discarded a players report he went on discard list for a year and didn't come up in your reports during that time. It doesn't seem to work that way in fm23. Just another thing that worked fine and now it no longer does.
  19. Also there's a feature in franchise hockey manager where a players ratings are recalculated based on performance and development algorithm. I would LOVE to see that feature in FM! Though I guess player ratings would need to work properly 1st...
  20. Order some local food online? I think that things like newspaper "clippings" with actual context that makes sense - hey! Wrexham promoted after 15 years! Wild scenes in the streets! Or, Gothenburg have won the title/advanced in Europa league, can they ever repeat winning the Europa league? Goal.com - transfer rumors that actually make sense. Team is promoted - do they need to strengthen their squad? 1st winner on Portuguese title outside of big three! Since Boavista (?). Board that actually does things? Other than decline requests for not real reason? Actual meaningful squad and agent dynamics? I'm sure there are other things, and frankly I haven't given it too much thought, but I'm also not getting paid to improve the game. As I mentioned, I think the systems are largely in place, but they need a lot of improvements and context HAS to be there. It doesn't matter how good a system is, if it completely lacks context. I guess more variety would be good too. I barely ever attend a press conference at this point.
  21. I'm not holding my breath on international management in FM24, but I really REALLY hope SI improves immersion. Currently there really isn't much difference in terms of immersion whether you're playing in EPL or 3rd Swedish division. The game is mostly a tactics manager, not football manager. The systems for immersion are in place, but they either don't work well and are buggy, or simply lack context and presentation. FM24 is in a lot of ways just like a franchise hockey manager - you're just managing rosters and tactics, and the rest of the game is either not there or doesn't work well or is not fun or engaging. I think I'd be ok with FM as it is, without meaningful fully functioning entertaining immersion features, but processing time makes it too unwieldy. I suppose you can play with a small database and just a few nations loaded, but this would take even more away from any semblance of immersion. I do feel like FM 23 has been the weakest upgrade over the previous year's version that I can recall. I'm finding it very tough to stick around past a 2-3 season mark. It's just the same thing year in and year out.
  22. I think that @Neil Brock has implied that the hard core base isn't the primary driver in design decisions. It's the casual player, and based on Steam reviews casual player is happy. I also think that there are many instances where big issues in the game are not addressed and no reason for why is available. For example - international management, set pieces, regen reputation growth bug, incorrect or incomplete tool tips, no user manual, etc. These items have not been addressed and there is no explanation as to why. This is where I believe most of the frustration comes from. These are not rare small bugs, but BIG parts of the game. In my opinion SI has chosen a way of communicating that limits available information so as to not have to deal with blow back. It's not at all my favorite, but there are certainly other developers who operate the same way. However, there are also developers who are much more transparent and release road maps to content and provide better feedback. That's how I wish SI would communicate.
  23. The changes in the 23.4 update include, but are not limited to: - Fixed rare crash affecting some users with saves started with December 2022 start date - Addressed an issue where users can’t ask the board to upgrade Youth Recruitment to maximum level - Addressed an issue where the Team Instructions will disappear when users change formation via the Formation dropdown menu in Tactics - Fixed an issue where Wing Play and Route One tactical styles are missing from the Tactical Style dropdown menu in Tactics - Fixed an issue where users were unable to unlock the ‘On Top of the World’ achievement on Microsoft Store Well this is super frustrating. Is SI just doubling down on not telling player base what the changes are? I guess you can't critique a change if you don't know what it is? Tbh this is 1st year when I've really started to dive into forums and feedback but this is incredibly disheartening. Just feels like we're yelling at a wall.
  24. It just becomes a self-feeding loop, especially for CDs. It's kind of the same thing if someone misses a penalty. How well they perform after should depend on their personality, but instead it's miss penalty = rating in low 6's = morale drops = poor play = lower rating = subbed off. Just silly stuff. CDs not having enough action to bump rating higher turns into a mistake cascading into someone having to be subbed off, because their rating has tumbled. This is since last patch where they changed counting of contested headers or whatever the thing was. Just makes you really wonder how much play testing SI does before releasing these patches. Doesn't seem like very much at all.
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