Jump to content

HUNT3R

Moderators
  • Posts

    20,032
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by HUNT3R

  1. If you have a save from just before you offer the contract, you can upload it for SI to review. Ideally, write down the steps (including what you're offering) so that they can reproduce what you've done. That gives them the perfect example to investigate whether there's some logic to it or whether there could be some adjustments.
  2. Hi there. Are you able to upload a save from before the transfer offer happens? It would allow SI to reproduce your reported issue and they can investigate why it's happening to determine whether there's logic to it or something that needs adjusting. Details here:
  3. It should update automatically. As Zachary said, you would need to start a new save from after the update was released. You can double-check and start a new save now just to see if Kulusevski's contract has been fixed (as in Pete's screenshot) or is still the same as it is in the screenshot you provided.
  4. Tempo defines how long a player has the ball before he needs to make a decision to dribble/pass/shoot/cross. Higher tempo is great in theory because it's more difficult to defend against as everything happens quicker. It does also mean that the team in possession needs to stay composed and make quick decisions and have the technical ability to play such a quick game. Lower tempo is the opposite. More time on the ball to make good decisions and set yourself for the pass/shot/dribble/cross but it's also more time for the defense. Good off the ball movement will help a lot. So on the topic of passing, tempo will define how quickly they'll pass, but not how short or direct.
  5. I'll start by answering the question in the title: No, they're the same instructions. As mentioned above, the Attack Duty will cause the player to behave very differently to a CM on Support. With the higher individual Mentality, he'll take a lot more risks. Earlier, more aggressive forward runs, since you mention Get Further Forward. Certain roles also have movement or behavior that cannot be replicated. Playmakers, Target Forwards, Mezzala, Carrilero, Half Back etc.
  6. I clicked on the contract tab when on his profile. It should be similar for Xbox.
  7. That's enough, please. I have hidden a few posts. SI has it under review now that the necessary information and files were supplied. Thank you for the effort.
  8. He has an optional fee set when I start a save in the PC version.
  9. Thanks for the information. The quoted part is what would be useful to report for SI to investigate, ideally with the save to reproduce it. I can't say whether what you're mentioning is an issue, but at least it could get looked at.
  10. @Rayban_DK the best place for suggestions is in the feature suggestions section: https://community.sigames.com/forums/forum/680-football-manager-feature-requests/
  11. @vikeologist, I'm sorry you feel that way about the bug tracker. There were issues a couple of years ago, in my opinion. I have spent a lot of time in the bugs forum over the years trying to help out and get users to provide the correct information that SI can use to investigate and log issues. What I can say is that it improved last year and I have seen an even better response in the bug tracker this year. If there is a thread you feel (or anyone for that matter) has been ignored, you can pop me a PM and I'll see if I can reply to the issue or I can nudge someone from SI to look at. Sometimes a thread is missed by mistake. Other times it could be an issue reported in the wrong section and when it is eventually moved, it's below the threads that have been responded to. I'm not trying to make excuses, but sometimes it happens. Also, I have gone through your report and the issue you reported is either ready to be logged or has been logged.
  12. Okay, I understand what you mean. If you do find issues like that, it would be great if you can report them as @herne79 said. In a case like that, what SI will need is a description of the issue, the time of the event (or events if there are more than one) and the match PKM so that they can look at the coding that's allowing it to happen. Here's a little more detail around it: It might be a bug or there may be valid reasons for what is happening, but even so, I have seen a few situations where it just doesn't look believable. In both cases, the SI QA will have an example that they can use to log the bug and the more examples, the better.
  13. I haven't had issues, but I also generally cast a wide net and from that I will sift through to find the better options.
  14. The issue that's under review in the thread you linked was completely different. That said, even in that thread, it will take time for player recommendations to come through. "Ongoing" is the lowest priority you can set.
  15. If you do look at the screenshot provided, it shows that the recruitment is still "in progress". You chose "ongoing" so you will need to wait for recommendations as that has the lowest priority. If you want faster results, you would need to choose Top or Standard. The game tells you that those will have faster results. You've not shown anything to be 'broken'. The post was made only 5 hours ago so give SI a little time to investigate.
  16. You don't mention what's 'broken' (that's where constructive feedback helps) but please report issues in the bug tracker, ideally with a save so they can reproduce it. That way SI can review it and log it, if it needs to be.
  17. As Jack said, if you have some ideas, you can post it as a feature request so that SI can consider it for future versions.
  18. IMO, that has a simple explanation. A defender on Cover will automatically have less pressing than the other duties. So you're just increasing that a bit.
  19. On flip side, in my season start, I've conceded 2 goals in 6 matches while scoring 14. It's not massively impressive, but in those 6 matches, my xG is 9.68 and xGA is 4.59. No counter pressing and nothing very attacking at all. And yes, I know it's only 6 matches, so a small sample size.
  20. I haven't played around with the settings a lot, but how are you setting up your tactic? Are you possibly using a 4 man defense and using "Trap Inside"? This is how I see it - your team will defend very wide in order to trap the opposition inside. That increases the distance between your defenders, possibly too much. I'm not ruling out ME issues either, but for right now, I'm trying to focus on what you can control at least. I indicated earlier that the ME cannot distinguish human from AI. So with that in mind, I am not dismissing that you're experiencing an imbalance. What I am saying is that if there's an imbalance, since both you and the AI have the same tools available, it is something you can control. If the AI is capable of something, so are you. If there's a ME issue, it's going to affect both you and the AI. That's good news, since it means there's something you can do to improve it (you can also make it worse, but let's focus on the positives ) but either you need to figure out what's going on or you should provide more information so we can advise you. You mentioned the goals you conceded being almost own goals. It would be great to see how you set up and what those goals looked like. Without seeing it, there may be factors contributing to seeing what you are. Possible team cohesion or language/communication issues in the defense? Tactical familiarity issues? Are you possibly too passive/deep that you're inviting too much pressure? Are the defenders often nervous or anxious? Those are the sorts of questions I'd ask if it was happening to me and then I'd analyse things to try and find an answer. There should really always be one, in my opinion, if you're seeing patterns.
  21. Do you mean the conversion rates? If that is what you mean, that's something within your control.
  22. Jack explained it (there are more post from him in the thread) and I think the conversation started here:
  23. I have a realistic approach to matches and create my own tactics. My teams are often around the most clinical, averaging around 11-13% conversion rates. AI teams usually range from 7-14% (though 9-13% are the most common). You mention "the thing that I am trying to say here is that the game lacks the balance between AI and player " but what exactly is the issue? If we know, we could help or advise.
×
×
  • Create New...