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Jack Joyce

SI Staff
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Everything posted by Jack Joyce

  1. The first part here is exactly why xG was implemented, to give you a better idea of the quality of the chances you're creating. As seen in my previous reply to you: The second part is a bit bizarre, you're accusing us of lying but we've been very upfront with the fact that we updated the way stats are tracked (and stats have no direct effect on the match AI itself):
  2. I'm not sure this is the best example of any imbalance here, it looks like a pretty standard match. You had 9 shots totalling 0.74 xG compared to your opponent who had 3 shots totalling 1.04 xG. This suggests that although you opponent is creating less overall chances, the quality of those chances are considerably higher than what you're creating. Matches like this happen IRL all the time when one team sets up to counter the other. If you're consistently seeing matches like this then it suggests that your team is too often allowing high-quality counter-attacking opportunities for you
  3. Hey, could you try clearing your cache please? https://support.sega.co.uk/hc/en-gb/articles/360015199257-How-to-remove-my-Preferences-and-or-Caches-Folder#text
  4. As I said before, the PI page is different to the TI. 'Shorter' on the PI page does not mean the same thing as 'Shorter' on the TI page. 'Standard' on the PI page means in comparison to the TI level. If your TI is much shorter and your PI is standard, then the player will pass much shorter. I understand it's a bit confusing and it is something we want to improve in the future so it's more clear.
  5. On the PI page, 'shorter' means 'shorter than the team instruction level'.
  6. The GK distribution was improved, good spot! Generally yes do keep logging examples of issues, but for this particular issue with passing %s we don't need any more.
  7. Just to get ahead of things a bit and to keep you informed - there were more or less no changes to the match AI itself for this update. We focused on fixing up stats between FME and QME, key passes, CCCs etc. That doesn't mean we're ignoring any match AI bugs/feedback though, it's just that the changes required for us to improve certain aspects of the ME are very risky to be making for a final update (especially when we feel the current ME is very enjoyable). Similar to our central play improvements this year, that wasn't really possible to implement and balance for an update in the previ
  8. Hey, could you try a few things: 1. Verify your steam files: https://support.sega.co.uk/hc/en-gb/articles/360015264518-How-to-Verify-the-integrity-of-FM-s-files#text 2. Delete your cache folder: https://support.sega.co.uk/hc/en-gb/articles/360015199257-How-to-remove-my-Preferences-and-or-Caches-Folder#text 3. Reinstall your graphics drivers: https://support.sega.co.uk/hc/en-gb/articles/360015263438-How-to-Update-and-or-reinstall-my-Graphics-Card-Drivers#text
  9. Bear in mind that an 'average' rating is around 6.8, so anything higher than that means the player is performing better than average. Your forwards ratings seem appropriate to me at a quick glance, one has 4 goals and 2 assists in 23 appearances which is pretty poor, and the other has an above average rating with 8 goals in 23 appearances. Going by the stats visible and the ratings, it suggests that your team is really solid defensively and that's the main reason why you're top of the league.
  10. Penalties conversion rate in the live ME in the premier league is at 80.6% based on our soak data. You could just be getting a bit unlucky, but when picking your takers the two main attributes you want to be looking for are Penalty Taking and Composure.
  11. If a player is accomplished in a position, there's going to be very, very little difference in their performance from that of a natural. At that point role suitability is a lot more important. If a player has little to no familiarity in a position at all then it becomes more of a concern which is reflected in their ratings.
  12. There were some changes this year to the impact position has on the role scoring to better reflect how those players perform directly in the match engine. Generally the difference between a 'natural' and 'accomplished' player in the match engine is very negligible, at which point having the right attributes to play a role in that position is far more important. If your scout/coach is saying your player is best used in a non-natural position, it'll be because their attributes are best suited for one of the roles in that position.
  13. Santy made a really good post here but just so you have a response on this from us directly: We do read every thread in the ME bugs forum, but we do not always have time to respond to all of them. We appreciate everyone that take's the time to raise an issue there with PKM examples. The people responding to you on the bugs forums are generally full-time QA testers, meaning that any time spent on the forums is time they have to take away from regressing bug fixes and testing internal builds. Our team is very small so we need to spend our time efficiently to get the best ME possible.
  14. In some situations it can indeed be beneficial, for example sometimes an opposition player (based on their mental attributes) can be demoralised by you getting physical with them and giving them a bit of a kicking. There's obvious drawbacks though in terms of discipline/bookings. Players with high dirtiness will likely commit more fouls, and more 'severe' fouls. Other things such as diving, time wasting, tactical fouls etc. will be more to do with the player's sportsmanship attribute.
  15. Do you happen to have a save game from directly before the match? We can have a look at why it's not being triggered.
  16. Hey, thanks for reporting this. Do you happen to have a save game from directly before you won the league?
  17. Hey, thanks for reporting this. Are you able to reliably reproduce this issue? If so could you let us know exactly what screens/options you used to make and cancel the subs for this to happen?
  18. https://support.sega.co.uk/hc/en-gb/articles/360015264418-How-to-upload-files-for-support#text
  19. Sorry but you're completely misrepresenting what I said: "Stats discrepencies between FME and QME - We will look at ways to improve this to bring them closer together, but in reality there will always be some difference between the two as a fully played match will always be at least slightly different to a quick ME simulated match. If you want stats that are 100% directly comparable you can use the detail level menu from within your save game to set your desired leagues to be played in full detail (obviously this does use extra processing so be aware of that). This will ensure that the select
  20. Hey, can you upload a save game directly before one of your home games?
  21. Hey, thanks for reporting this issue. Unfortunately in order to know what went wrong, we'd need a reliable way of reproducing the issue. It's likely dependent on some way you made tactical changes during the match. Please let us know if you see it again!
  22. Hey, I can't seem to find this save game uploaded? Did it definitely go through properly?
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