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ajsr1982

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Posts posted by ajsr1982

  1. It's a difficult one. If you're not playing as one of those teams then it's perhaps reasonable to assume that things would play out as they would have done in real life. If you play as one of those teams, then you're in control and it's different. I don't think there's a right answer so perhaps best to just leave it to @lionel messi to decide?

    As an aside - thank you for putting this together - what would we do without the likes of you? :applause:

  2. On 20/10/2021 at 04:32, phd_angel said:

    Nifty. How do you accept job offers? Also, this save must take forever to advance...

    I get the assistant manager to do quite a lot of the heavy lifting which helps, but yeah it can take a while to advance when there are lots of matches.

    I also tend to wait for the leagues megapack to give myself more options on who to manage.

  3. I wouldn't say I get annoyed but it's clear there's a formula that sometimes overlooks players who are doing well for you. I have a Dutch CB who has been one of the best players in a team that has won the Bundesliga three years in a row who has never been called up. In real life, he'd probably get a look in I guess. But what FM sees is a player with probably a relatively low reputation and current ability playing for a club that isn't expected to qualify for the Champions League (or at least my board think so).

    A clue to how highly your player is thought of in FM is to take note of the clubs that bid for him.

    Of course, if he's doing well for you, that's all that really matters. :)

  4. 7 minutes ago, dannysheard said:

    This is completely the attitude of those that don't want anything to make the game harder...I don't find it easy, so you can't either.

    Any other game where so many people find it so boringly easy would introduce some form of difficulty but people on here take it as a personal insult to them, rather than just an assessment of their FM skills.

    Personally I'm trying to be balanced. I'm playing FM21 in the same way I played FM20 and I'm getting slightly worse results. That's me comparing against myself, rather than others.

    The reason I posted it is really in response to those saying 'play any pressing tactic and you will win easily because it's literally untrue.

    If there are issues and the game needs tweaking in certain places, I'm all for that.

  5. 1 hour ago, h3nrique_SEP said:

    The easiness of the game happens mostly because of the lack of intelligence from AI managers

    Playing with big sides, you can play 90min with very high pressing, much high DL and LOE, attacking mentalities etc and you still are gonna conceed few goals, sometimes 0.5 per game in a full PL or Bundesliga season

    Such thing that even Bayern last season didn't do it

    I challenge someone to give me a print of a save where Bayern conceed that amount of goals:

    Capturar.PNG.99ae42b8bb060764bf9f9360b14ea75c.PNG

    Man City last season scored 102 goals and conceed 35, were they playing with a exploit tactic? No, they were just playing a very attacking football style, where they score a lot, but, also might conceed a lot too

    Capturar.PNG.cba98f5c442547e81d7bf7da742b8027.PNG

    This doesn't happen in FM18, there, if you play "very high pressing, much high DL and LOE, attacking mentalities etc" you can score a lot, but you will conceed a lot too, realistic.

     

    Okay up to a point, but Bayern still had the best defence in the league (and the best attack).

    They also conceded 20 in the first 14 games, which means in the remaining 18 they conceded 12, which isn't far off the sort of numbers you were talking about. 

    Liverpool conceded 22 in 38 in 18/19 (and 8 in their first 20) while employing the sort of tactics you mention. 

    All of which is to say... we can all point to an example which proves or contradicts a point.

    In general though, teams like Bayern, Liverpool and City are set up avoid conceding lots of goals by defending in the opposition half. An example of something more gung ho would be Liverpool in 13/14 where they scored over 100 goals but conceded 50.

  6. 20 minutes ago, herne79 said:

    How exactly would people like it to be harder?  What specific aspects?  It's no good saying just make the ME harder or the AI smarter.  That doesn't actually say anything.  What specific aspects do you find too easy?  So for example:

    1) Match Engine.  Lets assume for a moment that SI implement a way that the ME can determine which team is human controlled and which is AI controlled (it can't at present).  This is important if you want the ME to have a difficulty setting.  So, how to give the ME a difficulty setting?  Reduce the human controlled player's Consistency?  Make defenders less likely to tackle?  Have varying degrees of a striker's ability to Finish?  Nerf midfielder's passing ability?  And, above all of this, ensure the ME is kept as realistic and true to actual football as possible, because if you start to see (for example) strikers missing 1v1s or passing constantly going astray, imagine the outcry.

    So how specifically to give the ME varying degrees of difficulty (assuming it can be changed to tell the difference between human and AI controlled teams) but keep it true to real football?

    2) Tactics.  Lots of people (and I appreciate there are exceptions) talk in terms of using so-called exploit tactics, or perhaps the preset gegenpress tactic.  Well on the one hand, that's on you not the game.  That's your choice, not the game's problem, so don't complain if you find the game too easy from that aspect.  However, on the other hand, perhaps there is scope to limit what tactical strategies you are able to use when setting up your own tactical system within varying difficulty settings.  Maybe limit which Mentalities you are able to set?  Reduce the number of player roles and duties available?  Limit the amount of TIs available to be used.  But then that may also limit the style of play you are able to give your team, so would that be an acceptable trade off?

    3) Players.  Perhaps it might be possible to limit attributes for players within human controlled teams?  Maybe limit them to a maximum of say 15 in any given category?  But then what if you sell a player to an AI team?  Those attributes would need to somehow artificially increase.  And what about when you play with <insert elite player name here> and he doesn't bear any resemblance to the actual player?  Is that acceptable?

    4) Player development.  Perhaps we could have varying degrees of difficulty in slowing down and/or limiting player development.  Only allow a certain level of CA to be reached.  Allow reduced amounts of CA growth in any given time frame.  Of course this may only have a significant impact if you happen to be a manager who puts great emphasis on in house development and could easily be overcome with transfers....

    5) Transfers.  Again, we can see talk of how some people "exploit" the transfer system.  And again, if you do that, that's on you.  That's your problem, not the game's, because you are making the choice to game the system in this manner and use it in unintended ways.  But that to one side, how to give the transfer system difficulty levels?  Make players more expensive for human controlled teams?  Again this would need a system in place to determine who the human controlled team is.  Limit the amount of scouting possible?  Permanently hide certain attributes from scout reports?  Reduce your transfer budget?  Make it so players become more reluctant to join your team?  Stop loans to low level clubs?

    And again, how would any of this stay within the bounds of realism?  Or is it just a case of realism be damned and have SI turn things into a more arcade style game?

    6) AI.  This is a tough one as unless we are going to give every user a PC the equivalent of Deep Thought, the AI is never going to be as capable as us human managers can be.  Just think about that for a moment - essentially, no matter what, we will always have an advantage over the AI.  The AI can of course be improved, and indeed is with every iteration of FM released, but we get into the realms of hardware limitations.  Who are we to say "yup, give us an AI who can create better tactics, make better transfers and develop their players expertly, but only if we have a top end system and tough luck to all the poor schmucks who don't, let them eat cake".  There have been plenty of threads which have essentially stated just that.  How egalitarian.

    (And btw if the AI was even close to being as capable as a human manager nobody would ever win anything lol).

     

    Anyway, that's just a few very basic thoughts.  Of course over all of this subject is SI's desire (and indeed their customer's desire) to produce and play a realistic simulation of football and football management, and real life football doesn't have a difficulty setting.  So it's all well and good saying give us a difficulty setting / make the game harder, but how specifically?

    In the interest of trying to be constructive, the only issue I sometimes see is AI managers using unbalanced setups, particularly in midfield - there seems to be a liberal use of Mezzalas with nobody in there to compensate. That's the sort of thing I'd expect to be punished for if I did it. On the flip side of that, when the AI tactic appears nicely balanced, the game seems to be perfectly challenging. So if anything what I'm seeing is that tactical mistakes are more heavily punished than before.

    Because it probably needs to be said, I'm very happy with the game so far.

  7. 1 minute ago, Broken_Record said:

    A simple question: do you feel that FM should be a type of a game that demands you to put on a bit of effort to be successful and should it also include a real possibilty for you to fail? 

    Or do you want it to rather be a game where you will always be successful, no matter how badly you do the gameplay. 

    At the moment it's way closer to the latter one than the first that a simulation and career type of game rather should be. 

    I don't think anyone is going to change your mind on what you want from the game and how it should be played, so perhaps we should just stop replying to you? You've made your point.

  8. 3 minutes ago, Broken_Record said:

    Sure but by no means the general level of challenge should not support lazy gameplay. What's the point of all the features that the game has when you don't need to use them? 

    I'd call that 'optional level of immersion' rather than 'lazy gameplay'. I'd also argue that it's perfectly reasonable to choose not to do some/most of these things, but the proficiency of your staff should make a difference if you choose to delegate things.

  9. 3 minutes ago, V3ntricity said:

    what i find strange is that even on a very offensive tactic, I hardly let in goals. playing a high line and a positive mentality should be fairly easy to exploit for many teams.

    i've been watching the streamer workthespace, and he has even let in fewer goals. he plays with a high line and even a mezzala with a dlp on center midfield.

    Liverpool play with a very offensive tactic with a high line and had a very good defensive record last season. All it really means is that you choose to defend most intensively in a different area of the pitch.

  10. 2 hours ago, swippy said:

    Its way too easy. Just go to any team and place your players in the gegenpress preset tactic and you will overachieve massively. No need for transfers or any adjustments really. I did this with Burnley and finished 3rd in first season with never using OIs or any tactical changes. I only did teamtalks and watched key highlights.

    I did this and got 6 points from 6 games (with a team who were favourites to win the league). I switched to a wing play tactic and did much better (but still ultimately finished 3rd and got sacked).

  11. 9 minutes ago, Seb Wassell said:

    A note for anyone wondering about FM20's Role Suitability circles becoming Role Ability stars in FM21:

    ‘Role Ability’ has replaced ‘Role Suitability’ to give a more accurate overall picture of how good a player is within in a role.

    The old ‘Suitability’ circles only displayed how suited a player was to the role, starting at the top end with the full green circle for the players best role and working backwards from there. This lead to a number of misleading cases where players would show as having yellow/orange role icons for certain roles, when in fact, due to their general high ability and versatility, they would perform well in those roles.

    The new ‘Role Ability’ stars solves this by factoring in the players general ability, as well as their suitability to the role, to give a much more accurate picture. By showing how good a player is within a role it also allows for the these stars to be used when comparing players for a certain role, whereas the previous icons were only relevant to that particular player.

    I was pleased to see this. It makes sense that most players who can play AML can also play AMR and ML almost as well, albeit with a slightly different role.

  12. 1 minute ago, Pav_Makarov said:

    It's the same as scouting focus on previous versions, unless you set assignments manually your scouts will always suggest targets you can't afford, it's not new and I wouldn't expect this feature to get better. But it's fine, some new features are always there just to be ignored, like pre-game briefings

    I agree, this is a 'scouting by numbers' front end on existing functionality. Which I approve of because it makes it feel more immersive/realistic. 

    It can obviously improve, but I'm not against being presented with options I can't afford right now. It would be good to be able to come up with a more cohesive/comprehensive plan with my DoF/scouting team though.

    'We can't afford him now but he's out of contract in 12 months - let's speak to his agent.'

    'If we try to move Player X on, or let his contract run down we will have enough room in the wage budget. Offer Player X to other clubs.'

  13. Played for 2-3 hours last night. First impressions.

    - I like the new match UI. I can see all the things I need to. I like the 'dugout' box and I like the little graphics which pop up which act as justification for the advice you're given. On the whole, it feels more immersive than FM20.

    - A small thing, but I love the notepad team line-up ahead of the match.

    - I was worried about the gestures thing feeling a bit gimmicky, but I actually like it, particularly how it blocks out options (you can't throw a water bottle and then praise your team).

    - Match engine looks good so far from what I can see. Haven't had loads of time to get into the detail but it feels like an improvement on last year and has greater variety.

    - The recruitment meeting doesn't feel very intuitive. I had trouble setting up the discussion to look at the positions I wanted to improve. I'd also like the option to say 'this isn't an immediate concern but in 12 months it might be, so find me some options in advance'. Likewise, it would be good to be able to say (as part of the conversation) that I want a first team replacement, a backup, or a youth prospect. I realise I can do this elsewhere, it just didn't feel that joined-up to me.

    - I'd like to be able to see CA/PA star ratings as part of the coach/scout report on the main page. I had trouble finding this information at all for players in my B team.

    - Overall, nice job folks.

  14. 21 minutes ago, Navarone said:

    Matchday UI is terrible compared to FM20. The old view was much better. I always have a box on the top left corner showing my players with ratings and on the right siden latest goals and statistics for the game. To choose this option now is not possible. And all the injuries my Liverpool team gets are another chapter. I also miss that you could see a players condition by percentage and not a symbol. This is only a BETA version but so far not very impressed.

    I think the argument goes that it's impossible to put a percentage on a player's condition, and a great/good/okay/bad system is more realistic. Same for sharpness. I like the new system, personally.

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