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Enzu225

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Posts posted by Enzu225

  1. There should also be an option in the player talk to tell the player that the club is not interested in renewing the player's contract after the current contract expires, as the player is no longer in the teams future plans. In real life such an arguments sometimes convinces the player to no longer ask for an improved contract if they are professional and have only 1-2 years left on their contract.

  2. In saves players sometimes ask for an improved contract despite having signed a contract 1-2 years ago and having 3-4 years of contract left, due to having 'become a much better player' while also asking for a high loyalty bonus. I don't mind the improved contract most of the time, but giving a loyalty bonus of 3-5 million each 1-2 years is too much. There should be a way to convince the players agent to not ask for a loyalty bonus if the player himself is only asking for an improved salary.

    When you do not wish to offer a player a new contract, there is no way to convince him to drop the issue and it usually ruins the squad dynamics, as the player talk options currently do not have good arguments and reasons for the player to not be offered a new contract.

  3. It would be good if you as a national team manager can give your staff instructions to never consider certain players for national team. In my Japan U19 save there is a Goalkeeper with 2 aerial reach who is frequently suggested to me by the assistant manager, but with 2 aerial reach I doubt he will be of much use if given the chance.

  4. Starting with a few nations loaded and a large database setup does not give you that many players, unless you also load original players from other nations.

    It would be good if you can manually set the player and staff newgen limits for inactive nations (if you have the nation loaded, the limits will automatically be disabled).

    For example if you wish to have Chilean players and staff in the game but do not have the league loaded, you can manually set the limit of Chilean newgen players to 2000 and newgen staff to 300, while also setting the yearly minimum newgen generation limit ranges for both players and staff, meaning that each year there are produced a certain range amount of newgens at that nation. If there are more newgens in the nation than the upper limit, then the lower range of the yearly newgen limit will be used to produce newgens in order to not greatly increase the player count in the database, while still producing newgens at the nation. For example if you set a yearly newgen limit to 50-500, it means that only 50 newgens are produced that year if the Chilean newgen player count surpasses the set limit of 2000 that year, while a random number from 50-500 will be used if there are less than 2000 newgen players in the database. While setting up the database, the number 2000 players and 300 staff will automatically be added to the player count even if the players and staff are not in the database at the moment in order to calculate the game speed.

  5. It would be an interesting feature if the national team manager or U19/21/23 manager can scout players for national pool similarly to scout based on his or her player knowledge and youngster knowledge values using match ratings by attending matches but not viewing the matches themselves. National team scouting is currently very underdeveloped, I have 1 staff member who is searching players in the same nation but I can not influence his actions or set minimum requirements for U19 players for national team.

  6. It would be useful and save time for the users if you can add a filter to hide nations you have set as view only in add/remove leagues.

    If you have a huge database loaded with many view only nations due to view only nations generating more newgens than nations which are not loaded at all, it would be time consuming to add lower leagues to nations you are managing due to all nations appearing in the results. Even if it is in alphabetical order, if you have all or most of the world nations added in the database, it would take you some time to find the nation.

  7. Over time in smaller nations players get much worse as the game progresses.

    I have recently made an experiment where I loaded 4 league levels in Albania which has produced decent players in recent times and even added custom Reserve and U19 teams for each team, for a total of 8 reserve/youth leagues (4 reserve leagues for Reserves and U19) consisting of 16 teams each with 12 from 12 substitutions rules and no registration limits. The good newgens with potential that started out with 50 CA and 130+ PA only managed to reach 70-85 CA once they turned 21+.

    I propose the introduction of a minimum league current ability threshold. By that I mean that players who are part of the senior squad will experience faster development should they meet certain conditions that apply for that league until they reach a certain CA ability where their development slows down to normal speed. The idea could even use multiple CA thresholds. With each CA threshold added the training speed increases if their CA ability is under that threshold. For example you could add fast development (Training x 4) for under 60 CA U19 players in senior squads and fast development (Training x 2) for under 80 CA players for U21 players who get game experience in the top leagues of certain smaller nations in order to not lower the nations overall league CA.

  8. While adding rules and entries there should be an option to save league rules, cup rules, international competition rules, clubs, awards, people information to the editor. Lets say you wish to create a competition based on Solomon Island (custom database) in another nation. At most you can only copy one thing with the editor (general rules, date, match rules...), you can not copy the information on the entire competition, the same when creating new clubs, players, competition or awards. If you wish to add many leagues lets say the Spanish lower leagues that have many divisions that use the same rules with the editor, then currently it is very time consuming. My suggestion is to add a new editor category called templates to the header where you can save different templates, which you can also remove.

    When added, the editor will also ask you to give a name for the template, while also adding the category where the template belongs to at the end.

    the header will look like this: File, Rules, Edit, Templates, Settings.

    Under Templates there will be Add> and Remove> options for templates.

    The full templates will look like this (I will use Telekom S-League league rules "S-League", Real Madrid "R. Madrid", and John Smith "J. Smith" as an example):

    (Templates V):

    Add >

    S-League (Division Rules)

    R. Madrid (Clubs)

    J. Smith (People)

    Remove >

    S-League (Division Rules)

    R. Madrid (Clubs)

    J. Smith (People)

  9. 4 hours ago, lukaslunt said:

    I think it would be cool to be able to do it but without it being annoying for players who want to stay in a realistic game. In any case, I'm waiting for information from FM25 to see how they are going to integrate women into the games.

    I am not sure, but I assume it will be something similar to the Standard/Real World/Your World database choice at the start of your game. The database will likely be the same and not separate, you can probably choose from Men/Women/Both as a game mode at the start of your game setup. If you choose only one gender then the opposite gender will not be included, if you choose both then you can manage both men and women in the same save, however the gameplay will likely be slower due to more players and clubs being included.

  10. 2 hours ago, kentonizking said:

    Hi,

     

    I think there should be a dialogue option to convince a player to go to your affiliate, to 'enhance the relationship between the clubs' or the usual list of varying reasons.

    Maybe a promise could he generated if the player agrees. 

    I thought you can already loan your players to affiliates when you click "move to affiliate" under development if the affiliate has a loan option ("Club-A will be able to send players on loan to Club-B, Club-B have no obligation to play the player...). If you mean convince to agree to go to a lower reputation team then even in real life such a reason would not convince the player to go.

  11. I have four suggestions for improving the set pieces in Football Manager: Corner delivery frequencies, Individual role attribute priority, Increase set piece routines total number from 3 to 5 and new training routine: Set Pieces Positioning.

    Corner delivery frequencies means that if you have a balanced corner kick setup with threats in every key area (not a specialized corner) you can set the delivery type, corner taker, and cross aim frequencies just like with routine frequencies. This means you can set them as more often, average, or less often. In real life the same player does not always take the corners. This could be added if a button would be added after every delivery option: type, corner taker, and aim for.

    Corner taker: If there are three right footed corner takers and two left footed corner takers, then there are 3 corner takers (total of 5 players from both sides) you can choose from despite there only being 2 on one side: they are X1 (R, L), X2 (R, L), X3 (R). X1 as default is set as more often, but can be changed to average since the player is the main corner taker, X2 and X3 are as default are turned off but can be changed to average or less often to give the other players the chance to take corners. If more corner takers are added, X4, X5... will be added up to a certain set maximum number of corner takers.

    Type frequency determines how frequently a Right footed or Left footed player takes corners, if possible the option to set right corners and left corner frequencies individually should be added, meaning there are a total of 4 options to choose from: inswinger right corner, inswinger left corner, outswinger right corner, outswinger left corner, similarly if edited corner delivery type will be set as mixed.

    Cross aim if edited will be changed to player setup. If you do not edit it individually, you can choose from short, near post, far post, edge of area, center and mixed (players individual choice, meaning the set piece taker decides) for a specialized corner.

    Individual role attribute priority means that you can change the priority of attributes weighting for a set piece role by changing the order or adding new attributes the player will be judged on, which would be useful if you delegate set pieces to a assistant manager or set piece coach. For example you have Near Post areal threat as A1, you can change the order of jumping (1), strength (2) and header (3) to as header (3), jumping (1) and strength (2) or even add new attributes such as positioning or remove strength or header. For creators Lurk outside players can have higher priority in attributes such as long shots and decisions and come short can have higher priority in attributes such as crossing and passing.

    Increase set piece routines total number from 3 to 5: Total number of set piece routines should be changed from 3 to 5 as there are teams who play on set pieces that have more routine setups than 3.

    Set Pieces Positioning is a training routine to further improve the player positioning and familiarity in set pieces than the regular pre-match preparation would give.

  12. 3 hours ago, tezcatlipoca665 said:

    If a player has 17 Finishing but isn't taking their chances, and is a poor goal scorer overall because of other factors such as Composure, Decisions, Technique etc. not being at adequate levels, then what good is it telling me they're a good finisher

    Finishing only means shooting accuracy, nothing more. It is a technical ability. If the player has low composure then he panics and makes mistakes, while technique is important for finishing if the player has not yet 'killed the ball', such as in situations where the player is running or hits a volley.

  13. Currently while creating training schedules it only shows 7 values: Injury Risk, Condition, Fatigue, Sharpness, Team Cohesion, Happiness, and Familiarity, which makes it rather difficult to create good schedules, from which familiarity only shows the combined tactical familiarity. It would be useful when you could see separate tactical familiarity values for such as Mentality, Passing Style, Creative Freedom, Trigger Press, Marking, Tempo, Width, Position/Role/Duty. Even better would be if you could also see the impact on attributes for player roles under the training schedule. For example tactical session trains 3 tactical familiarity and 8 attributes of all players with 100% impact, I do not know how the training impacts all players but total training of 100% divided by 8 attributes is an attribute increase of 12,5% in those attributes.

    Even if the information is only on how many key attributes of the player role are trained and the total potential attribute increase for the role. For example Central Defender Defend trains 13 attributes, if the training schedule trains 8 attributes and defensive unit has 48% total attribute increase, it shows CD (D): (8/13) 48%. However it would also be easy to have a small icon near the role similar to the tactics screen which either shows a detailed attribute increase in percentage or visuals.

    Screenshot2024-01-04145404.thumb.png.b44ebd3674e4a9a840b8b18ae01b90ec.png

  14. 3 hours ago, koikingu said:

    I hard second this. I get that most players don't like it, but a big part of the reason I've personally had more fun on FM24 over previous years is that the injuries have given me interesting problems to deal with.

    You can edit injuries and injury frequency with the pre-game editor. If so many people like to increase injuries, have someone make a file and post it somewhere on the forum or fmscout website to download.

  15. 22 hours ago, Dijon-Main said:

    This is definitely on the opposite end of the spectrum compared to a lot of the people on these forums, but I think it would be really cool if there was a setting where we could play with the real-life rate of injuries. Someone mentioned that it's only set to about 80% right now, but I think a lot of people enjoy the squad building challenge of having more injuries, and it could add to the immersion. 

    Just to be sure: you do fill out all 3 session slots with training schedules like real-life football clubs do, giving you increased or greatly increased injury risks for the day. In real life players train 4-6 hours a day, with at least 2-3 days having a physical gym training.

  16. 15 hours ago, tonidopa said:

    I think the game should have more injuries or at least give players the option for real-life numbers instead of the current 75-80%. Personally I find it too easy to just give proper rest to players and avoid major setbacks for entire seasons. This makes the experience much less challenging than it should be. Just look at the real world and compare. Top teams are finding it harder and harder to keep their squads fit even with state of the art staff and facilities, and young players are specially prone to injury in their early development.

    That is your approach to matches and training which should give you less injuries than in real life clubs. I have read while searching google How many hours does a footballer train?

    Many sources state that professional footballers often train 30 hours a week which is over 4 hours a day if you divide it with 7 days.

    "Top professional footballers have undoubtedly already put their hours in with an average of four to six hours of training every day. The hours we see top players on the pitch are a fraction of the time spent on the training ground and in the gym."

    If a match uses up one training slot, then a session lasts around 90 minutes, a total of three sessions a day last 270 minutes = 4,5 hours. Unlike real life, you usually do not fill out the entire 3 sessions with training schedules.

  17. When the youth team belongs under the main team and when you delegate the youth team player signing and contracts to the youth manager, then based on the current scenario the youth team manager will likely use the main teams transfer and wage budget, possibly using up all the funds. There should be an option on how much funds you could give to the youth manager for him to make transfers so that you can delegate the responsibilities without having to worry about your own funds.

  18. While negotiating contracts, there should be something like a contract planner included on the screen as it is very easy to greatly increase the clubs wage bill without it. What I mean is that somewhere on the screen in the middle of negotiating a contract, likely on the left side that I have outlined in a yellow square next to Bonuses & Clauses, there are details of the contract and the impact it has on the team. This includes a calculated yearly wage (possibly with yearly loyalty bonus and agent fee included as they are spread out during the duration of the contract, not payed out up front), possibly also wage with promotion increase and division relegation drop. Bonuses should not be included there as you never know how many goals the player scores or if the team wins any competitions.

    I have made an example with Juan Foyth of Villarreal of the contract negotiation screen with the contract starting at the end of the season, to show an example what it could look like. He wishes for 247K P/M, which is 2,96M a year. 2023 he will still have the old contract, 2024 he will have the new contract with 247K P/M, 2025 he will have the contract with X2 Wages (2,96M with an 5% wage rise, also with loyalty bonus and agent fee/2,96M, with a 25% wage drop if the team is relegated that season, also with loyalty bonus and agent fee).

    Contract.thumb.png.891369ca3fb084689e155877354a8987.png

    Budget impact shown at the bottom is not very useful if the team is spending more than they can make.

    There should also be a separate contract planner on the main screen like the squad planner where you can plan and calculate player and staff contracts for current and future seasons. That would work like this: you can assign players to groups based on playing time (it will not affect the players playing time, and will only be used in suggestions of contract negotiations), each group has a minimum and maximum wage you are willing to pay for the players or staff in that group, you can also set a maximum number of players or staff for the group (in my example there are a maximum of 8 regular starters in the group, with the team currently having 10 regular starters) and the minimum and maximum total amount you are willing to pay for the group used when calculating the total wage bill for the seasons. That information then could appear on the negotiation screen in order to get an overview on how much you are willing to pay the player or staff of that group.

  19. Change the settings under Preferences } Match } (Processing) } (Match Scheduling options) and set them to either: Don't allow matches to be moved or Use Saturday or Wednesday matchdays.

    That way it will make it easier for you as the matches will either not be moved or matches will only happen on Saturdays and Wednesdays.

    There should be a notification of some sort in the form of a training schedule being rearranged if fixtures are changed, if there is not it may really be a bug.

  20. On 25/10/2023 at 18:02, ralxndr42 said:

    Having the option for bench players to engage in a warm-up during the game would be highly realistic. In fact, in every real-life match, it is crucial for substitute players to warm up before entering the field to prevent injuries. This feature introduces a level of realism to the game that can be applied broadly. It also ensures that the coach is consistently tasked with making the right decisions when it comes to managing the team.

    Football manager substitutions happen rather impulsively and suddenly. The only way I can see it happen is if the ball stays in the game for a long enough time for players to do warm-ups before the substitution occurs or if you can set previous instructions for the substitutions that the substitution only happens after 3 min, 5 min of warm-up. This should also be an automatic feature when you confirm a substitution, with the player starting the animation of the substitution as long as the ball stays in game, and not getting to play should only happen when the player personally cancels the substitution.

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