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  1. Hi herny79, Really appreciate that answer, especially about the effect of the specific training focus. I understand that, but to rephrase my point (about not understanding the meaning of these shouts): What kind of change can I expect during the match depending on the improvement (or worsening?) of those player's "morale/moods/etc"?
  2. They may not have a tactical effect, but whatever it is that they do, in whatever context, I'd still like to understand what exactly it is that they do? The same applied for example in the previous versions of FM when you were selecting the match training focus to something like set pieces. Fine it's supposed to help with those, but how? And what's the price to pay for that? Does it raise attributes temporarily, affects the ME in anyway or whatever, and does that mean that it affects negatively something else since to focus on set pieces the players couldn't spend as much time on other aspects? I feel like I am supposed to make informed choices, not just what I believe to be the best one even if I don't really know to which extent it's going to have an effect on what I would like to achieve or if to receive a marginal benefit I am risking a much higher increase in injuries, for example. Stuff like attributes is something you can't get wrong, because they are numbered, you can see and evaluate progress or the lack thereoff and which player is better to field for a certain position. It's vague descriptions and responses like those of the touchline shouts that are not really helpful to make me understand sometimes what my choices are actually doing (or not doing at all).
  3. So, they have been around for some years, shrouded in mistery for the most part on what they actually do, and this year it has gotten even more weird, because to be honest, no matter what the current situation of the match, the result seems to be always the same: push forward/encourage/praise/concentrate: "frustration/overwhelmed", show some passion, demand more: "fired up/focused". It doesn't matter if we are losing or winning, players having good ratings or bad, the match being important or not, the same shouts will always have the same result, which pretty much becomes an action you feel like you have to do it, because what's the harm anyways in spamming "demand more" if the feedback I receive is ALWAYS that the whole squad is now "more focused". But putting aside the fact that we don't know what that "focused" actually implies from a ME point of view, the question should be, why this specific shout seems to be always having a positive effect, while other shouts seem (at least in my experience) to be having always a negative effect? Anyone else cares to share their experience with this? To be honest I like the idea of the shouts immersion wise (even if unlike tactical instructions, I feel these should have immediate effect, but I know that the ME is technically limited from this point of view), however they feel severly lacking in purpose and clarity for now, and a feature that could definitely use some love. Thoughts?
  4. Well sure, I guess I don't feel too much inclined to prepare a schedule for the whole team aimed at the progress of a single player. Anyways, I thought I might have been missing something or there was some other option hidden somewhere in the UI (like the swap position instruction for example, not the easiest to find), I got my answer so thanks, I'll make do without.
  5. But again, that would be fine if it wasn't for the fact that there's no other way to increase that attribute (or crossing as mentioned as well). It's okay if according to these professional coaches it's meaningless to focus efforts on the dribbling skill, but then why is that not included in some other group, like final third as mentioned, or making a group called "technique" which would include first touch, dribbing and you guessed it, technique? Crossing could be added in the group of the set pieces? I am not sure how I am supposed to train my players to become better at dribbling/crossing the ball. Only with match experience? In that case I am supposed to play subpar players in the hope that they will eventually get better at the specific attribute I would like them to while at the same time getting the team results that I am aiming for while playing a player that is inadequate? Or are you supposed to directly buy players that happen to have the attribute you need and forget about raising your own youngsters the way you would like them to? I mean, as things stand right now, it feels like "if you were to get good at dribbling and crossing, you would have already become so in your early teen, afterwards any effort to increase those is going to be fruitless aside from match experience", which may or may not be a realistic reflection of the real football, I am not doubting those professional coaches. But then I wonder, with the way that the random regens work, does it make sense to aim for this degree of realism when you end up with fullbacks with a 5 or 6 in crossing? I believe that in most cases, in the real world, if a youngster was that bad in one of the most important traits for a specific position, he would have been encouraged to play in a different position long before reaching the 15/16 years old when we first get a chance at retraining them for a new position. Anyways just my two cents I guess.
  6. So, most attributes have been grouped together in this edition, which is actually a good thing in my book. However, I haven't been able to see any individual focus group that contains the "dribbling" attribute. For example first touch has been grouped togheter with "passing", technique can be found in both shooting and passing, but dribbling is nowhere to be found? Am I missing something here?
  7. Weird I seem to be experiencing the opposite. I am managing AS Roma, and both Under and El Shaarawy are consistently cutting inside, even when set up as wingers Their preferred foot needs to be opposite to the side you are playing them on.
  8. A few things I have noticed: 1) What happened to the pump ball into box instruction? Can't seem to find that anywhere. 2) What happened to fluid/flexible/structured etc? Again can't seem to find them anymore. 3) Why a striker with a support duty can no longer be given the go more forward instruction? Being forced to give a striker an attack duty means that they will be completely useless in defensive situations by remaining shoulder to shoulder with the CDs all the time. I could understand it for a poacher or a couple of specific strikers, but not any striker with an (a) duty.
  9. I get that the league has an impact, but we are talking about a player that has been nominated the best in the world, who cares for which team he plays, he shouldn't have the same reputation of any random nobody. If anything it's the club reputation that should have more of an impact, but again, to have a player receiving the golden ball, it means he played for a team that won or did very well internationally, so he wouldn't be playing for a crap team anyways. In other words if I want to my players to be recognized as "world class players" I need to be managing in the top 4 leagues, that's a bit of a disappointment. Kind of funny to see the best world player being worth 30mln.
  10. I have a striker, 28 years of age, raised in my club (Feyenoord) that has won more than 20 titles with the club (including champions league) and personal awards, and he's always been fluctuating between 2.5 and 3 stars reputation... Last season, he finally won the golden ball, as well as best player of the year, best african player, best goal scorer, best player of the league, best XI etc etc. His reputation? 2.5 stars. Media description: Striker. How is this even possible? I don't understand. I mean if he had only been doing well in the league, which has a lower reputation than the premier league for example, I could understand. But he's been winning international titles including the champions league, and as I mentioned he just won the golden ball, I mean seriously how can that by itself not warrant an increase of his reputation? Can anyone explain me how this works?
  11. Well at the moment I am playing as 4/4/2 diamond, and he plays as APa, but I'd like to change formation for the following season (I like to experiment to keep things interesting), and I thought he would make a great F9. I didn't know that learning a new position took ability points though, I thought that was entirely related to the adaptability hidden trait... In any case, the only two roles I would ever play him as are either what he's currently playing at, so AP, or F9, but what I am having the most doubts about at the minute, is if it's worth it to lose ability points to improve his weak foot. Just how much of an impact would it have on his performances?
  12. Hi all, I'd like to hear how you guys would develop this dude. It's my first time getting a decent regen to be honest. For example, would you develop his weaker foot? Any tips? My regret is not realizing just how much and quickly he kept improving and not having the right tutor to use before in the blink of an eye he had become a key player for my side. Thanks for your tips :)
  13. @MBarbaric Thanks for taking the time to make this thread. Unfortunately after seeing the issue ignored (until a different user from me bumped the thread. They mention to be actively working on it, but I am not holding my hopes very high on it to be honest. It was supposed to be a new feature for this year's version, and it was broken since the very beginning of the beta, nothing changed until now, with only the last post January transfer window update remaining. A shame because overall I have enjoyed FM 2018 more than the previous installment, and if this feature worked properly it would have helped the defensive phase quite a lot. I liked your suggestion to have directly a "stay behind the ball line" button, but I did not even dare think about it, for now I would have been happy with having a working feature To be honest, I would have preferred even more if marking position worked as zonal marking. Meaning, even if the opposition isn't fielding a DM for example, by putting mark position "DM" the player would position himself between the defensive line and the midfield line. Needless to say this would have helped a lot organizing a better high press tactic as well. Anyways, I dream...
  14. I am also suffering something similar. Games runs okay the first season and a half, then it started to go much slower, sometimes it even hangs after pressing "continue", and I have to save and reload. My machine gets 5 stars rating from the game itself, game and saves are on SSD drive... so far this is the slowest iteration of FM I have ever played, and also the only one that ever crashed for me (fairly often as well, I had to put the saving to every week, I was used to have it every month but I can't risk it anymore...) P.S: I never installed anything 3d party like databases or skins. I use only 100% default data as installed by steam.
  15. Pretty much the way I feel about this wateronglass, glad to hear I am not alone in this. And yes, it's horrible to have a crash in these situations, totally ruins the magic of a final and it's unpredictability.
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