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About ale1969

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  1. I can live with every opinion of any people and i'm now fat even if I was not when I was playing real soccer... but I digress. I remember a very nice and very old videogame based on NBA, by Konami I guess, that had a "realistic" and an "arcade" mode, so players could choose what style of playing they preferred. Or SI could introduce a handicap system, maybe scaling down attributes or players or chances in the code (I don't know how it works so can't be so specific, I guess that every simulated action is based on a chance calculated through player attributes, opposition attributes and a lot of other variables...)- Anyway I think it's the time to give players a tougher challenge, right now some people is inventing any limit or strange managerial adventures to get some fun again-
  2. Okay, it's not statistically perfect but I picked up a very very very weak team in Italian serie C lower legue, Imolese, that was readmitted to the legue so it basically is a serie D team (most of players are judged by the staff at that level) plus some not particularly exciting loans. First transfer window disabled, so no meddling with free agents and other loans. Well I used one of my most balanced tactic from FM18, nothing fancy or overpowered, a simple 433 counter (433 with wings not the semicheat with 3 strikers) with high pressing and voilà, 6 matches won, zero goals conceded, last match the opposition, Monza, had a hard time to put a single shot on target. Same tactic in serie A on FM18 took months to work pretty well and anyway opponents put out a fight more often than not. C'mon guys, it's boooooring!
  3. I love how the ball curls and its trajectories, I hate the flipperesque feeling when it rebounds crazily between players into the area
  4. I was playing in the brazilian legue and I couldn't even ask for loan extensions in December because I decided to start playing in September.
  5. Very true but I think most of us just would like to have the chance to create a bit more of detail and history, also if it's a fictitious one. All considered it's not that Mr. Smith coming from nowhere getting the bench in any pro team is something a lot more credible, isn't it?
  6. Dear @santy001 and @XaW, the more I read you the more it seems that we're saying the same thing. I talked some weeks ago with a manager who works in the young sector of my favorite team and he said that, statistically about 25-30% of players of a Serie A U19 team will have a pro career. In FM terms this means that about 25-30% of players of a top league U19 team will reach and surpass CA 100 that it's more or less the boundary between serie C (pro) and serie D (semipro) players. To continue on the realism, you can imagine that even if none of those players are little Messi, it's clear that to pass the screening and get a place in an Italian top legue U19 team some potential is required. So yes, right now development is far too easy in FM. I don't know of course how the new training and tutoring system will work, but yes, the problem is there and PA is needed as a simple method to avoid to produce serie A players like cherries out of tree. Another thing that I really hate it's not just PA, but also U19 players' CA is pushed down, except for the few renown wonderkids, so they're mostly rubbish, that no sane scout will take into a Serie A U19 team. Make development real hard as in real life and finally the code itself will create a PA limit and we will just see wonderkids the way they are, young players with good attributes for their age and nothing more.
  7. I was talking of Premiere level when I was referring to stars because it's so much different for lower legues, your player is hardly good for a Legue1 or serie C team, probably with a CA of about 90-100 looking at his attributes and the step from 85 to 100 means a couple of stars in lower legues while at Premiere Legue level it almost won't make any difference, yeah he would be 1 1/2 stars, 2 stars, that's it. But that's not really the point anyway. Welcome on board! 😉
  8. 0.1% or 0.01% was the chance for a player to reach Messi's level, alas the 200 CA hard cap once PA is removed. But anyway we seem to agree that PA is needed because development is too easy now, and for the gamer is almost a sure shot. What would happen in RL? Say that a 18 years player has abilities that could be translated into the game as 120 CA: there will be a chance that he stops there or that abilities raise through years, the higher the value the smaller the chance though (with 200 that unfamous 0.01% which is still too huge because it's 1 player out 10000, while there's just a Messi out of 500-600k). It would also happen that more the player ages the lesser the chance to develop is, Vardy, Lasagna etc are exceptions, but they are the exceptions that make football so fascinating and unpredictable. Of course the higher the initial CA is (which reflects the abilities at this point in time of a player) and the lower is the age, the higher the chance to have a high "final" CA. That's the logic beside every scouting and it is used also by AI Is this possibile to code? I guess yes. Is this easy to balance? No, it would be a real pain. But as @herne79 pointed out it's the development code. Till it doesn't simulate reality better I agree that having a PA wall it's the only way to keep the DB sane. Still it would be a real giant step toward making FM a real simulation.
  9. You can have narrow defense while keeping attacking wide players marked with your wide players through specific instructions and OI, I used it a lot since even in old FM when you played defensively and deep you had a narrow defense as default.
  10. You see I was talking of onions, you reply talking of pears. I got the point of @herne79 of PA as a very convenient internal tool to keep the DB sane and he rightly pointed out one of the problems, that a gamer can develop a high PA player into a world class champion almost effortlessly. To cool down the tones, because I guess it's all down to a misunderstanding, I agree with you that it's completely true and right that with the ACTUAL code having a PA is the way to go and if we should have a PA it's far better to have it from some educated guess from a researcher than a random shot like in regens. In an ideal simulation game though, player developing would be so advanced and sophisticated that it would simulate real life development where you have the young with incredible abilities for its age, just to stop there (Diawara of Naples is a real life example) while you can have the Salah who developes from good but stagnant abilities in the middle of his career. None says the development code should allow for something different, you can also decrease the chances from 0.1% to 0.01%. It's called balancing, the thing I'm talking about for the last 10 messages.
  11. Sorry it was a moot point 10 messages ago, just read my messages again. And anyway I believe that people have huge limits in judging other people limits.
  12. Great, and if reality doesn't accustom to the philosophy it's reality which is wrong. We have a hegelian PA.
  13. Scout and researchers makes predictions based on actual player qualities considering his age, just like the PPA AI uses but with the human intelligence and experience added (which are invaluable, I agree with you). The only point that really can't win me it's that PA is a wall, while i guess it should be something more dynamic just like the negative PA in the editor, that's it. Negative PA numbers were added for this very reason, we can't have perfect predictions because it detracts from realism. I can't agree with you more, except that more failures mean that there should be more chances, and we roll back to the manipulate predictions argument. You see while others think that not having PA is a highway for an insane football world full of Messi I'd like to have a game where players with good current abilities for their age would have a harder time than now to develop into great players, but with more players to have that chance, even if minimal and even at an older age (football is changing a bit, age related). If the development code would really achieve it probably you won't need a fixed PA anymore because the development code itself would take care of avoiding unbalancing. That was the sense of my post, not very far from your idea.
  14. Sorry CFuller but in the end you don't put any explanation why it should work that way except the argumentum ab auctoritate by "a well respected SI researcher". And this patronizing behavior is what stimulates "rude" reactions by gamers who plays this game since CM times like me. Herne, your point is perfect when you're talking about CA, but PA is exactly "trying to manipulate and predict the future" in a way no pro scout could and this makes the game unrealistic. The dynamic negative numbers in PA is a step toward trying to make the future more dynamic like the real world, it's just not enough as once a player hits the PA wall there's little to no space for surprises like Salah or Lasagna or Verdi or... <insert here the name of any surprise player>. I completely understand the fact that the PA number is a very convenient and easy way to keep the DB sane and reliable, this is why I proposed a soft cap like MA instead than a hard cap like PA, but anyway you get another important point, that number should be hidden to the gamers. And the best way to hide it is that the code should put a limit, through chances and probabilities of attribute modifying related to game events, not a magic number in the DB. The PPA would be a perfect start as it is exactly what researchers comes out with, a "perceived" PA based on the current abilities and age of a player. I know it would be probably a hell to balance. This is the point and I can accept it, but just some years ago regens were a perfect replica of retired players, for the same reason, now they're not and they are based on some probabilistic algorithm that also avoids another gamers' exploitation while adding some more unpredictability to the game. So I have hopes about it.
  15. And this is exactly what you don't understand. A high PA gives a chance to develop a player till high levels, probably a too HUGE chance and an exploitable one, as wonderkids lists and other spolers are avidly read by players every time a new FM is released. A low PA instead blocks "prophetically" any chance of further developing. There's no 1%, 0.1% or 0.01% chance as in real football. No it's ZERO chance 0% chance, Z E R O, null, nada, kein, how much I have to spell it so you can understand? I used stars because SortitoutSI uses stars and not real CA/PA values and because you can't find anyway any example of a player with 2 stars potential developing into a 4 stars one, despite stars not being a direct representation of CA/PA, despite staff members with awful CA/PA judging. No one. In fact you skipped my question. Please, don't try to sell that players can play well also with a low CA value. Please don't. I know that 10-15 CA difference makes no difference if the low CA player has the right attributes in the right place. But we're talking of something different, that "average" CA player won't ever ever develop despite all his good rating, scoring, tackling, passing, crossing, dribbling, etc... no, he will be frozen by its PA rating that someone gave him. I'll give you an example: in my brasilian saves I always buy since FM17 a Porto winger who has great pace, acceleration, flair and dribbling as he performs great during the matches. Each time he's been scouted as 3/3 stars by many different scouts with different JCA/JPA attributes. He's valued 3/3 stars by different assistant managers or other staff members (this is how the stars system works btw, you hardly get very varied results, but you assumed I don't know ****, ok, let's go on). The player is 23 years aged, in FM17 was 22. Having limited PA it comes away very cheap as Porto isn't interested to extend his contract. This is because AI looks at his PA, compares it with the first teamers, and decides that the player won't ever have enough quality. This despite his stats show that he can dribble past half of he opposition team... AI doesn't care. I can. And get him. And play in my first team. And he plays better than my other 4 stars winger. A lot better. So you have this problems related to PA: 1) AI can't judge well the player 2) the player (alas me) can exploit it buying him for peanuts 3) the player can play 10 times better and more consistently than before and his attributes won't change a notch once he hits the PA wall even if being just 23, he can just decline with injuries, age etc If you think this is a realistic system that depicts well what happen in the real football world, ok, you're entitled to your opinion of course. I still have serious doubts. If it was for me I'd just eliminate PA and substitute it with a dynamic coded system that allows game events and some randomness to move players' CA during their career. Let's repeat it for the third time: MA was a soft wall (not hard one like PA) because I understand Herne concerns to get rid of a simple and convenient instrument like PA to keep the DB sane. But if you can code a dynamic system in a balanced way you can get rid of MA and PA and just work with a dynamic CA.
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