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rdbayly last won the day on February 3 2020

rdbayly had the most liked content!

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1,152 "Here's Johnny!"

About rdbayly

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    Leeds (FM17)

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  1. One of the biggest problems is that wide players - even those with stand out attributes and in a role / system that should produce these - seldom attempt first time crosses. This is particularly frustrating when you see your DLP play a great diagonal pass to a wide player during a counter attack, and said wide player slows down and punts it in to the defender's legs for a corner (I swear half my highlights start with corners - but if I get started on set pieces now, I'll start ranting). To see how far this has regressed, all you have to do is load up a save from an older FM iteration and you
  2. What kind of garbage logic is powering the AI when it comes to hiring staff? I'm in the Premier League and they try to hire this guy as my fitness coach:
  3. Is there a particular reason why many of my key players, despite being first team regulars, aged between 19-24, with a highly rated coaching team, and good training facilities - are seeing wholesale attribute drops?
  4. If not signing players over the age of 29 is a non-negotiable part of my club's culture, why are the majority of players recommended to me in the 'recruitment meeting' over 35? The person that laid down this law is literally sat in the room with us as the DOF / Chief Scout reels off suggestions that are the complete antithesis of the club. Not a word said. Nothing. Shame that this disconnect from the game world exists here. The recruitment meeting was a nice idea, but like many new features, it's just a place holder until something is meaningfully developed.
  5. There might be some truth in this. I’d argue that players get into positions to cross far too readily, mainly due to the prevalence of unopposed 50 yard flank dribbles. Far too often, corners are cleared upfield into giant open spaces. These are picked up all too often by a lone forward who are given all the time in the world to turn and dribble insane distances. It’s starting to get rather tedious. Fortunately, the ME has enough positives elsewhere for me to still be really enjoying it.
  6. There will be changes to rectify the problems that were created when they updated the BETA. In doing so they will create brand new issues that we have to suffer with until the next BETA. FM22: There will be changes to rectify the problems that were created when they updated the BETA. In doing so they will create brand new issues that we have to suffer with until the next BETA. FM23: There will be changes to rectify the problems that were created when they updated the BETA. In doing so they will create brand new issues that we have to suffer with until the next BETA. I
  7. I wish I could take back all the things I've said about my full backs in this save. So many warnings , fines, transfer listings and berating in press conferences. The last one I sold just got player of the season.
  8. Player ratings fixed 👍 No mention of newgen issue though?
  9. The ‘6 range’ is too blunt in this case as the ratings are far more sensitive than that. There is a huge difference between (for example) a 6.3 and a 6.7. This is proved by the frequent question thrown at you post match about why I chose not to sub off x player (who got a 6.3) as he was playing so poorly. Anyway, not going to labour this any further. The original point was that many players seem to dip in to this lower 6 band, and are subsequently deemed by the game to have played poorly. This was fine in previous iterations as It was less prevalent and we had the stats available to
  10. The in-game world disagrees with you. I’ve just take over at Norwich and one of their full backs has a 6.4 average for the season. This is low enough for ex players to start criticising them, fans having a go on social media and for constant questions about their ‘poor form’ in press conferences. So the game is absolutely classing a 6.4 average as poor. Problem is when I analyse previous games, I’m not seeing much in either the stats or analysis to justify his ratings. It doesn’t help that we’ve been denied these tools during live play, and the ones that do exist are flat out b
  11. In a display of complacent laziness, I didn't bother to change my attacking 4231 for an away trip to Brentford. They stuffed me 6-1 in a terrifying encounter. Out-classed doesn't even come close. I just wish it happened more often. No way should I win League 1 with lowly Crewe and be top of the Championship the following season. I'm hopeful the patch has injected some sanity into the football world of this game.
  12. Absolute scenes in my Norwich save. Impossible to analyse any of this (because in-game match stats have been stolen from me and the analytical tools are broken) I got promotion and won the league cup whilst in the championship, and this screenshot shows my results in the Premier League since the full release: Lacazette scored 8 goals against me in three days...
  13. I want to start with a positive about the game. The ME is the best its been in years. From my perspective, the success of an iteration depends almost entirely on the football we are presented with on the pitch. If I feel that my tactical decisions and tweaks make a tangible and visible impact on the outcome of a match - for better or worse - then that makes me feel like a manager. Variety and unpredictability are key to achieving this, which I have to say has been achieved this year. Well done SI! Now the criticism. I genuinely lack the vocabulary to communicate how much I despise the ma
  14. Rather than add to the ground swell of opinion that the game in its current state is 'too easy', I thought I'd try to give some thoughts on why some have concluded this. The improvements to the ME are obvious in all departments. Having experimented with a range of setups, I can see clear differences between play-styles and build-ups on the pitch. Something that FM19 & 20 spectacularly failed to achieve. The problem is, we are the beneficiaries of these improvements, not the AI. In FM20, team instructions, roles and duties felt totally disconnected to the patterns of play in a match -
  15. What’s driven me away from recent versions is the failure of some roles to actually function in line with their in-game description. The F9 and DLF spring to mind from FM19 onwards. In my opinion they simply do not work properly. Static movement and limited discernible difference between support and attack duty functions. If this has been addressed, then it will have a huge impact on the match experience. If not, then it’s just more smoke and mirrors that fool the user into thinking the game has more tactical depth than it actually does.
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