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veerus

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Posts posted by veerus

  1. 12 hours ago, Lillywhite Dean said:

    Maybe all that is needed is a few tweaks here and ther

    There are three major areas contributing to this:

    1. the AI is terrible at evaluating players - this applies to squad building and in general (too many good players available on free contracts, etc)
    2. Tactics engine is destroyed by the 442 bug
    3. Training turns players into superheros compared to the AI

    Hoping to see improvements to all three in FMM18.

  2. On 8/22/2017 at 09:42, dompeppe said:

    i understand the creators don't want a game that is too hard for newbies and youngsters who will get put off. So why not have 2 levels - standard and expert, with expert mirroring the player retention and management issues in real life.

    The reason the game feels easy is because training is too effective on the human's players as compared to the AI's players.  In a game ultimately driven by numbers, that has a big effect on the outcome.  I'm really hoping they revamp (or at least tone down) the effects of training in FMM18.

    Alternatively, and I haven't tried this yet myself, you could try to self-impose a training limit of no higher than 1-2 medium regime and 0 intensives.  That may level the playing field somewhat.

    On 8/22/2017 at 09:42, dompeppe said:

    - I would also say that the number and severity of injuries remains just a bit too low, despite being a bit higher in FMM17 than in FMM16 and before. I generally can win everything with a squad of about 25 or 26 because of this. 

    So can Real Madrid so I'm not sure I agree with this statement...

  3. 1 hour ago, Declan Barry said:

    I doubt they'd make a user go through and edit 30+ players' regimes.

    They already make us go through and edit 30+ players' regimes when we first set them up.  It's really not different from what I'm asking.  I just want to tell my players how I want them to train, get feedback right away on whether or not the player is ok with it (real life suggests ~95+% of the players are fully compliant) and then not worry about micromanaging it ever again.  This game is called Football Manager not Training Manager.  And under the current system (which became amplified even more with unhappiness in this year's version), I feel like I've spent more time dealing with training issues than I have working out tactics in last two releases.  In my current save, I signed 3 players in summer and two of them became unhappy by mid-September.  That is simply unacceptable.

  4. 3 hours ago, Declan Barry said:

    I agree training needs to be changed but the game is meant to be quick and it sounds like a grind setting every player individually. That is why the current system is good. It would be good if they just split attacking up to passing and shooting and defensive to defending and aerial.

    I'm sorry but there's nothing good about the current training system.  It was always bad and became even worse this year with the increased unhappiness.  I understand and welcome the need to streamline the game but this is the case of it being done poorly.  We have a squad of 20-40 players and you're telling me that 5 possible training schedules is enough for them all? 

    Setting it up individually per player should only happen once - into the position you want them to play - then it's not a grind and allows greater flexibility.  How often do you hear of players being unhappy in real life?  Maybe once per team, per season? (unless they're managed by Mourinho)

    1. I want a notification (! icon) any time there's a red message on a player's personal page - currently things like "slightly tired", "adjusting to team's playstyle" are not identified.
    2. More feedback at halftime from the assistant manager - it could be identical in format as the post-match report (good width, etc)
    3. More feedback from players/assistant manager about interaction options.  This especially applies to dealing with an unhappy player and having ZERO clue as to how to make him happy.
    4. Training system needs to be COMPLETELY ripped out and revamped.  It is ancient, inflexible, and counter-intuitive.  Each player should have their own training and it should NEVER make the player unhappy.  Unless you do something specifically AGAINST the player's wishes, then you should know that (see point #3).  One variant could be is to train a player by position you want him to play and training would improve the relevant stats to that position. 
    5. Injuries in training are WAY too common and need to be toned down.  If anything, increase the amount of in-match injuries as those are relatively common.  However, if training is fixed to not completely suck (since injuries are likely caused by intensive training, I'm sure, except there's no feedback so we never know what intensive training for a given player is), then this point likely won't be an issue.
  5. On 11/21/2016 at 13:33, veerus said:

    The assistant manager should warn me when a player is one game away from a yellow card accumulation suspension in any competition.  I know there is a flag for it in the game but it is not shown on any screen that is most often accessed in week-to-week gameplay.  

    I see this is done in FMM 2017 in a pretty clever way.  Kudos.

  6. When a player is injured, the board blocks the transfer due to a failed medical.  A clearer message as to why a player failed the medical would be nice.

    Along the same lines of more clarity, if a player is unhappy with training, an assistant coach should be able to tell me more information on what exactly is making him unhappy.  I may have mentioned this before already but it's one of the more frustrating aspects of managing a team.

  7. You have degrees of magnitude more experience with the game than me so it may be my inexperience but it is my impression that DLP seems to sit back and intercept and be the guy with the most passes on the team as the guy who distributes the ball to the more creative/attacking minded players which is kind of what you described. Since this engine is a more simplified version of the PC game, I wonder if a more precise distinction between DLP and anchor is even possible. 

    I do agree that some of the roles don't make sense for where they are as you described. I've never used them outside of the spaces you indicated. But I wonder if it's coded that way to provide flexibility and help with the RNG players who don't have a dot for a given midfield "level" (DMC/MC/AMC). For example, I have an RNG player who has a green dot at MC level only and he's a good DLP(lotsa green roles) so I want to play him at DMC level in my 4-2-3-1 narrow formation. But because he has no aptitude for that level, he sucks unless I put him at MC level and designate him as DLP even if there are players behind him at the DMC level. And he seems to perform better that way too. 

    As for trequartista, I never use it for strikers since I don't have a good sense of how deep they go. And APM seems to do ok at the AMC level. The role that annoys me the most is actually inside forward as a central AMC option which make 0 sense. 

    I'm always down for tactical flexibility so new roles look good. Trequartista and false 9 may require some serious recoding by SI since most of their strikers are only adept at the furthest level on the pitch. I wonder if a defensive or deep lying forward is kind of a stand-in for these roles but it's hard to tell since there's so little feedback given during matches. 

  8. Can you add a function to make manual notes on players? It would help tremendously to be able to reference your own thoughts on the players at various times. For example being able to remember a player's best/alternate role for a match-altering formation change since that screen isn't accessible during a match. Or scouting comments since it's currently impossible to sort by stats or rank prospects. 

  9. I know coaches are new and are expected to be improved in future versions but I hope you guys make it a priority to be able to place adverts for staff while having a full staff.  It makes it impossible to switch out coaches and it doesn't make sense for the board to block a staff switch since it ultimately flows from the regular transfer budget which I control.

  10. A couple of wished for items please:

    2. Scrolling text for match events, i.e., don't replace the last comment, just add the newer ones above or something, leaving the older comments there for reading - replacing commentary makes it too difficult to follow what's going on and makes it hard to follow the 'story' of the game

    3. Match summary at half-time - I need to know if I'm lacking width or too soft in the tackle at a time when I can do something about it - i.e., at half time. This feedback is not possible to ascertain from raw match stats populated during the game.

    Yes please!

  11. 1. Ability to custom sort scout reports the same way as the player search and shortlist have it

    2. Negotiation history for each player. Message inbox does a poor job of reminding you of bids (especially if revised) and no message about wages. Would be nice to have a history of offers you are aware of (and/or made by the player), possibly on the player contract/interest screen.

  12. I made a thread about it earlier but maybe this is the more appropriate place for it.

    Have you ever considered allowing comparison of multiple players at once with an overview of all of their stats in a table? Or ability to rank players on your shortlist?

    I get really serious about my scouting and the current interface is lackluster. I've resorted to using a spreadsheet where I list my top prospects so I can compare all of their stats at once (sometimes it comes down to the details!). Because comparing two players at a time (and then remembering who was better a few days later when all the scouts report in) is a chore.

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