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About Raniel3

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  1. There are still too many goals from outside the box. In game they are about 25% (of all goals), while in real life it's about 17%. That doesn't sound like a big difference, but for an average Premier League season that makes about 80 goals too many from outside the box (RL: 180, FM: 260) - or put in other words an almost 50% increase to real life. This should explain why people "feel" it's too many. A side effect of that is central midfielders score too many goals and strikers too little. A general decrease in long shot ability combined with a small increase in finishing ability might do the trick...?
  2. Just to mix in some facts into the long distance goal debate: In the season 2008/2009 across the major european leagues there have been 17% of all goals from outside the box. This includes free kicks. (I did not find recent stats, but I didn't google too hard either)
  3. A medical takes place - also in real life - before a contract is signed. So if a future transfer is arranged by all parties signing the contract, there is nothing you can do if the player gets injured, nor on FM nor in real life.
  4. I don't know if it was Einstein, but that quote of yours is of a hall of fame caliber, well done Sir!
  5. This is actually a research issue. Because regens are often as you described (too extreme IMO, you'll have that 16-year old with 17 finishing and 6 technique etc.)
  6. As the "first touch" attribute describes a player's ability to stop / control a ball, it shouldn't even matter in real tiki-taka. However, as there is no real tiki-taka in FM I would agree. Anyway, here's my top five: Passing Decisions Team work Composure Off the ball
  7. His attributes are not exactly right for it, but I'd think about giving him a role where he will close down A LOT. His acceleration and agility will be golden for this, he will leave opposition midfielders no time at all with the ball. Since his tackling and bravery aren't that good, I'd say rather box to box than ball winning midfielder, or (if it fits with the rest of your team) a roaming playmaker. Apart from his speed it's the decision attribute that stands out for me. So he should definitely get a role where he gets a lot of creative freedom and free roaming (B2B or roaming playmaker). His attributes ensure he will ALWAYS be at the right place at the right time. Could become your most important player
  8. Now that's an old thread... anyway in my experience it's the quantity of players you sign AND keep in the first team. As for a cutoff age, I'm pretty sure it is 24 (that is from 25 on they count as "non-young"). I can't check it right now as I don't have the philosophy on my team, but IIRC you can give players up to the age of 24 the squad status "youngster" and "hot prospect", which suggests that these players still count as young.
  9. Which is not satisfying and hopefully does change in future versions. You should get an advantage if you always play the same 11 players, of course you will also see a huge dip in cohesion if one of those players gets injured and you have to play one of the backup players. As much as rotating a lot will hurt your performance in a particular match but ensures that a lot of players can play together in case of injury or just because you need some tactical flexibility. It is one of the biggest philosophical questions in real life managing (e.g. Mourinho vs Guardiola) and should work likewise in FM.
  10. That's a really interesting thought. The decisions attribute could play a fundamental role here, as does the teamwork attribute I assume. The above mentioned experiment with Immobile, however, shows a rather average decison maker (9-13) still scoring a lot with a poor finishing attribute. Then bad decisions could also mean that they actually passed in a situation where a shot would have been the better choice, so I think what you have too look at for an experiment is a lethal striker with horrible decisions and horrible teamwork (that is: egoistic). He most probably will rather shoot than pass, so that's a good candidate to check how he's doing with a bad finishing and composure attribute.
  11. Well as we have seen the finishing attribute has only a small effect on the conversion rate, so its effects ARE scaled down, on purpose or not. It does eat up a lot of CA but has a neglectible effect on the conversion rate of a player. Every single attribute is scaled in some fashion: A player with 20 pace isn't going to run with the speed of light and a player with 1 pace is still faster than a turtle. A player with 1 passing is still going to make a couple of easy short passes. You need to scale down or say limit the effects within a certain range because otherwise you cannot have a working match engine. I'm certainly not blaming SI for that. But maybe this is too theoretical. I was just saying that certain limitations are to be expected and finishing seems to be one of these.
  12. No a minimum fee release clause has no impact on a player's performance (unless, of course, the clause provokes some clubs to show interest, which does have an effect on the player). I don't know if the team role does add pressure, I don't think so. It does however create problems as you will have one more key player than you were planning to have, meaning you will probably make some player unhappy (either him because he won't play as much as a regular key player or someone else who has to play less). Just like IRL. The only contract clause that - I THINK - has a DIRECT impact on player performance is the fee for scoring goals. My info might be outdated, but I think in earlier versions it did make players slightly more egoistic in front of the goal. But maybe that was another game, so don't take it for a fact.
  13. They do so every year, and IIRC it's always near the top of their priority list. Problem is that they can't add animations that have no real root in the match engine calculations. Well they could, but the result would be some kind of FIFA manager where what you see on the pitch has nothing to do with your tactics... or players... or anything at all. However I do agree that this is the biggest source of frustration. Imagine what difference it would make when users would be able to SEE that the backpass-own-goal was actually a legit mistake by their players and not a bug. Bug forums would be near-deserted!
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