Jump to content

Vänsterback

Members+
  • Posts

    140
  • Joined

  • Last visited

Everything posted by Vänsterback

  1. Biased but I would say Sweden. Not too many games, not too advanced squad rules and not more money than you know how to spend. Also real proper clubs. Not Red Bull, not Dubai or oligarchs if that mean anything while playing.
  2. Good to see a player struggle to make an impact for several seasons before breaking through.
  3. For me (responsible for currently 11 clubs in playable leagues) it's very much about searching the internet for basic information regarding players and transfers. We are talking lower Swedish leagues mostly. But of course watching as many games as possible live or the few that are streamed online by the local newspaper is key to be able to contribute to research. For clubs in lower playable leagues I would say it's more important to identify a player's position, best foot, physical size and so on than rate his current or potential ability because I guess most FM players who start in the Swedish second division will get rid of the original players pretty fast as they progress up the league system. But with that said, some of the player's I have created in the database in the last few years have scored in European tournaments (yesterday) and played for Sweden in the Euros by now so I better start not underrating player's potential ability haha. For FM16 I rated Jens Cajuste (rumored to Rennes, Newcastle, Brentford and others this summer) as the worst player among the youths in Örgryte IS because he had been injured for a season with the U17-team and I thought he was done. And five years later he is worth more than £10 million and most of the players I rated above him probably doesn't even play amateur football anymore. All I'm saying is it's hard to rate players and I'm happy I'm not in charge of a big team that many have opinions about while playing the game.
  4. I'm not sure if professional scouts and directors of football consider a player's hype in media and among fans too much. The change in reputation among fans is probably bigger than the change in reputation among professionals. When you play Football Manager you take the role of a professional and not a fan, so the guideline for players market values should represent professional opinions more than hype right?
  5. You mean that performance in the youth team should affect your staff's perception of the player's potential ability more than it currently does?
  6. Sorry I'm confused, is this about player value, player performance, player ability or PCA/PPA (percieved CA/PA, visible as star rating in-game)? The first part I disagree with. Players can develop, but if you are a top club there will naturally be very few players that can be good enough for you. And if the best team or player improve it will still be the best team or player, so it will not be seen as an improvement compared to others necessarily. Regarding your last part, what is presented to the user is PCA and PPA (stars), both based on CA and/or reputation if I have understood it correctly. Among other parameters of course (but not PA). That's seen when you bring in a newgen that your staff believe is rubbish (currently and potentially), but three seasons later when the player have developed and his reputation has been adjusted accordingly, they will have changed their minds. The player's PA have been the same since it was spawned, but the staff's perception of it has changed based on other parameters. You can only see the actual CA/PA if you actively use such an in-game tool.
  7. Your players actual positions in game are not as rigid as they look on the tactics screen. Choose suitable roles and the players will move like you want them to.
  8. Others seem to have experienced similar problems.
  9. There are several database values affecting player value. And you can also completely disregard it while playing since it is only a very vague guideline. The value of the player is only determined in negotiation with another club. If the in-game guideline is too precise and up to date there will be no point in bidding for other players right? Then it is more like a price tag.
  10. Agree. It would be valuable for both team selection and training. The development plan for a player can´t only exist in the mind of the manager, the whole coaching staff should work towards it.
  11. Youth players should be available to sometimes (like a rotating schedule) train with the senior squad without actually being promoted and at those times be able to take part in mentoring. So not the same effect as players in the senior squad but some effect at least. From my understanding that is how it works in many professional clubs and it can make a big impression on the young players even though they don´t end up being promoted to the senior squad.
  12. If they still had Maris Verpakovskis it would have been you losing 14-0.
  13. I have found that my technical director sign staff for my youth squads for lower wages than I would have managed. I have though mostly been focusing on trying to sign staff for my senior squad and feel that most I find worth signing are demanding much more than I can pay (or the board allow me to pay). However my technical director sign acceptable staff for my reserve and youth squad for peanuts. I manage Slovan Bratislava (second season) so it´s not the best TD in the game doing this for me. So I find the role, in my save, satisfying enough so far. However, how realistic is it for a club to have a TD, a DoF and a manager? Probably Slovan Bratislava have a head coach rather than a manager in real life if they also have a TD and a DoF. But surely a DoF in general handle staff also and not just players?
  14. Rayo is the Spanish version of St Pauli? They used to have rainbow details on their kits some seasons ago and attract the same kind of hipster following I guess. If you want to manage in Sweden you could pick basically any club since all are at least 51% owned and run by club members and contribute a lot to their local communities. But avoid AFC Eskilstuna, Östersunds FK, Dalkurd, Utsiktens BK and Team TG. They have been doing their best to exploit financial and administrative loopholes with sketchy minority owners or chairmen.
  15. I would like to be able to create some kind of individual training templates. Especially when it comes to teaching players new positions/roles. In my current save I have a 16 year old regen spawned as a natural right side winger. However his attributes and physical frame suggest that he is more promising as a centre back. I also want my centre backs to be able to play as an anchor man in the DM strata so I have begun training him for that position. My problem is (1) that I can´t train him in several new positions at the same time and (2) that nobody in the club except me see him as a centre back/defensive midfielder. The U19 head coach still use him as a winger because I can´t tell him that this is a player we want to turn into a defender. When I plan the club´s squads I always do that in terms of goalkeepers, central defensive players, two-way players (central midfielders and wingbacks), creators (attacking midfielders) and strikers. Each group has certain expectations of what positions and attributes the player should be good at. This kind of plan I have for every single player in the club as soon as they join. So I would want to create training or developing templates for those groups as a way to communicate to my coaching staff how the players will be used. A left footed two way player should be able to play in central midfield and as a left sided fullback and wingback for me and that´s not something I should need to micro-manage every now and then. In other words, the template should decide what positions the players should be trained in and how the coaches should use him in match and team training. I think this feature would fit inside the training units tab, as sub-units within the defensive and attacking one.
  16. Are wages actually (IRL) paid weekly in England/UK? Feels like factories during the 1800:s. One of many anglocentric features in the game I guess. The only reasonable would be if the game stored the yearly wages and divided that value by 12 or 52 depending on your preferred display setting. But from what I have noticed working with the database it converts wages to weekly and multiply by 4,33 or 52. Not a very big deal (even though the observation above is remarkable) but weekly wages must be the least relevant setting of the three?
  17. This attribute decide how likely the goalkeeper is "to do non-goalkeeping things and the unexpected from a goalkeeper". So if the goalkeeper have good mental attributes and decent technique a higher eccentricity attribute isn't a problem compared to a keeper with low eccentricity and low mental attributes. That's what I would think at least.
  18. At the start of a save game you can load players from a continent/nation/national team and such. I always select players from top divisions on every continent for example. But mid-game I think you are stuck with adding leagues.
  19. The stars represent your staffs PERCEIVED current/potential ability IN RELATION to other players. Not the player's actual ability. Also young attacking players are always more hyped than defensive players so SI perhaps want to represent that in the game by building in some kind of bias in the PPA (perceived potential ability) algorithm. It would make some kind of sense.
  20. Isn't the standard narrative on this topic from the real world the following: Because of the squad rules, Russian clubs pay Russian players ridiculously high wages due to the fact that they need Russian key players in their squad. This means that Russian players will not be offered more lucrative contracts from other countries unless we talk about the very biggest clubs in Europe. That may be represented in the game somehow. Perhaps the template for newgens with Russian nationality is set to have high loyalty and/or low adaptability?
  21. Amazing that experienced FM players confuse performance and ability so often. As the manager the performance is the only thing you have to focus on. Of course high ability will increase the chances of a good performance (but there are also hidden attributes and external circumstances that will affect performance). Great performance may indicate high current ability but says nothing about potential ability. The performance can be BECAUSE OF or DESPITE the player's ability. To enjoy the game as much as possible you should know as little as possible about the database. You should base your decisions on in-game performance, your own and your staff's perceptions about player's current and potential ability (PCA and PPA respectively). Just because we are updating the database before every new release with new information from the real world does not mean your save-game should collect new data from the real world every season in that save-game. Your save-game is it's own world.
  22. Great dribbling, finishing, off the ball, acceleration, agility, balance and pace on that guy. Pair him up with a big and strong forward and enjoy!
  23. The jumping attribute is relevant to all players. The aerial reach only to goalkeepers. Therefore the average jumping rating (10) is used for players of average height (about 180 cm). Since goalkeepers generally are taller, the average aerial reach rating (10) is used for goalkeepers around 185 cm. So the average 180 cm tall goalkeeper would have 10 in jumping and perhaps 8 in aerial reach, the average 185 cm tall goalkeeper 12 in jumping and 10 in aerial reach and so on.
×
×
  • Create New...