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About Tajerio

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  1. I doubt the problems can be fixed until consumers have a much higher average level of computational power available. Football is a fluid game in which a player chooses among many options and then tries to execute the decision. And that player's doing it for 90 minutes, while the situation is constantly changing because of 21 other players doing the same. It's an absolute coding nightmare, and the fact that it's as close to football as it is astonishes me. Expecting a reasonably faithful simulation anytime in the near future is just a good way to get your gaming heart broken. All that said, there are definitely faults in the current game that need fixing, and probably can be fixed within existing constraints.
  2. Help me decide ST traits

    Besides the points mentioned already, another problem your guy's got here is that his OTB is only 12. That's not nearly good enough for a striker on a team that aims to be "winning everything." It's also going to be worsened by your style of play, which you said aims to hog possession and drag your opponents around the pitch. Your striker here won't be very good at finding or exploiting those pockets of space. Moreover, with passing and vision of 9, he's never going to fit in well with a possession-based style of play that has him dropping off the front. Unless you're really wedded to the idea of using him as your main striker, I would try to find somebody else.
  3. I want to create a player in the pre-game editor, but I don't want him to show up until a few years into the game--preferably as part of a youth intake. Is that possible, and if so, how?
  4. I know what you meant here about continental competitions, but that was still pretty funny to read.
  5. Guangzhou absolutely not to be denied this season. Wow.
  6. Loved reading this thread--particularly as an American born in Boston myself. Looking forward to the next iteration!
  7. Personality on a 16 year old isn't a huge deal provided you've got decent tutors in the side--plenty of chances to change that up. On the other hand, the technique and flair attributes are great, first touch and work rate are very good, and that bravery is phenomenal. Newgens have a bravery problem I find, and it's a hard attribute to improve. I think you could make a great creative striker out of that kid, though he definitely needs more composure (yeah the finishing isn't great but scoring's more about the movement and intelligence to get in shooting positions than it is about technical shooting ability--conversion rate differences are very small).
  8. Hans Kaiser- Baldness Über Alles!

    The worst part about a Dortmund save, I find, is that literally all your young phenoms are going to moan about wanting to leave within the first couple of years. Hopefully Hans can cow them with his ferociously bald pate.
  9. Fidalgo looks like a very good player, and with a little room left to improve no less. Hope he's a rock for you back there for a while.
  10. I think that's because of how FM17 calculates interceptions--there's always far, far more of them in a FM match than IRL. If that discrepancy was reduced, or the statistical effect of each interception was reduced, then maybe we'd get a little more ratings balance.
  11. You don't necessarily have to teach PPMs to players, but you definitely have to take account of them in your tactics. That's especially true since SI have confirmed that PPMs have more weight in a player's decision-making than TIs or PIs do. Your left winger, for instance, is going to be trying a lot of risky passes because he's got Tries Killer Balls Often. He's got pretty good playmaking attributes so this isn't the worst thing. But if, for instance, you wanted to play a short-passing possession game, he'll not infrequently play contrarily to that. And of course, PPMs like Comes Deep to Get Ball, Gets Forward Whenever Possible, Likes To Beat Offside Trap, and Plays With Back To Goal can really mess with your formation and tactical vision if you're not aware of them beforehand.
  12. The option is completely greyed out.
  13. Ambiguous Attributes

    I think the OP's question is more like "how is the correct choice defined?" The answer is, of course "numerically by SI inside the match engine, with reference to a number of different variables whose values we'll never know," and what Decisions is really doing is increasing the chance that the player picks the option the algorithms rate highest. But that makes it sound a lot less fun.
  14. Hopefully that's the start of the turnaround!