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Enzu225

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Posts posted by Enzu225

  1. 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)

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. Is it possible to add a yearly wage clause that only applies for a set number of years for future football manager? By that I mean that when you offer a player a 5 year contract, you can set a clause to the contract that the players yearly wage only increases for the first 1 or 2 years of his contract (starting from second year).

  15. 7 hours ago, jdmk88 said:

    Yep, you could tie that in with the first press conference when you join a new club.

    Either that or you can answer the questions when you create your manager, that way you do not have to answer the questions every time you start a new save.

    The best way is when creating the manager you are asked: do you wish to undertake a quiz to determine your future media handling style for future media press conferences.

  16. There are many players who have a preferred side they wish to play on and it is very difficult to keep track of them. It also often affects their performance. I suggest the player position naming be changed to a different format. While currently the position of midfielder or defender is before the side, such as Central Midfielder (MC), I suggest it to be after the side (CM), as usually positions in football are shortened like that, and when preferred side is added it would be after the position.

    Some possible examples are (Format: Position (Side), squad view position, position shown in player attributes screen):

    Central Defender (No side):  CD, Central Defender

    Central Defender (Left or Central when three): CD LC, Central Defender (Left/Central)

    Central Defender (Left of two/Left or Central when three): Same as the previous one as player only plays central when there are three defenders.

    Central Midfielder (No Side): CM, Central Midfielder

    Central Midfielder (Right or Central): CM RC, Central Midfielder (Right, Central)

    Central Midfielder (Central when three): CM C, Central Midfielder (Central)

    Striker (No Side): ST, Striker

    Striker (Right Side): ST R, Striker (Right)

    Examples with multiple positions:

    Central Midfielder/Attacking Midfielder/Right Winger (Right side central position): CM RCAM R, Central Midfielder, Attacking Midfielder, Right Winger (Right)

    Right Defender, Right/Left Wingback (Right side central position): RD RLWB R Right Defender, Right/Left Wingback (Right)

    Defensive Midfielder/Central Midfielder (Right or Central): DM CM RC, Defensive Midfielder, Central Midfielder (Right, Central)

    Right Midfielder, Left Midfielder (Left side central position): RLM L, Right/Left Midfielder (Left)

    Left Defender/Central Defender (Left or Central when three): LCD LC, Left/Central Defender (Left/Central)

  17. It would be good if a manager schedule would be added to the main screen for unemployed managers where entries such as matches the manager has chosen to attend or job interviews appear. If no entries, it would be left as empty. Currently if I have chosen to attend a World Cup match while starting out as unemployed, I can only uncheck it in the team fixtures or in the world cup competition fixtures. This schedule could also be used for things such as setting a reminder when a club you are interested in sacks a manager and the job becomes available, as such you can potentially set instructions when the manager would return from his holiday.

  18. You are absolutely right. Media press conferences are the most annoying feature in football manager. If you send the assistant manager, he will likely give false answers such as team will be going to defend next match due to playing against a higher reputation team. My previously suggested idea for this problem was that the manager can undergo an optional media quiz either at the start of the game or anytime he wishes which covers all questions used in media interviews using different scenarios and will be used for all media conferences in order to determine the manager media handling style.

  19. It would be good if when setting up a custom database (where you can load players from continents, regions, nations and divisions), you can also have an option to select to have teams filled with newgens. What this means is that all the greyed-out players from those teams will be replaced with newgens. It would also be good if you can select if you wish to fill the entire team (including youth teams) or only the senior team. This would be an useful feature for those who wish to manage national teams but either do not wish to load up the league or if the league is weak wish to only have it filled with newgens.

  20. In the editor there should be an option to either add a season break for a group stage or league of a continental cup or to add multiple date ranges for the group stage.

    If I wish to recreate the Champions League, I can not do it so that the group stage does not take place in the December and January, where there is likely to be snow, if I wish to have the group stage last from September to early/mid April.

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