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rp1966

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436 "They call it a Royale with cheese"

About rp1966

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    Amateur

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  • Favourite Team
    West Ham

Currently Managing

  • Currently Managing
    Chelmsford City (FM21) Saint-Etienne (FMT21)

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  1. Often you are left with no choice but to let them go. One of the best options can be to negotiate to let them go at the end of the season - sometimes the approaching club will want someone immediately and withdraw; if not, you'll have a pot of money at the start of the inter-season transfer window and pretty much any player is replaceable.
  2. Even if the board does decide to build a new stadium, the decision-making routine is badly flawed as it takes a pessimistic view of the future of the club and often makes the new ground capacity too small. By the time it is built, you've already outgrown it. This is particularly problematic if you are being promoted through divisions with increasing minimum stadium capacities.
  3. Obviously the game needs to be recalibrated in how it handles older players - just suggesting a possible workaround until they do.
  4. Does the in-game editor's 'Freeze Attributes' work? Then unfreeze at, say, 35.
  5. The only facepack that makes sense if you are using fake players is Zealand's GAN images. In theory that should be possible, but I haven't tried it yet.
  6. The player is more than happy to do a leg-breaking tackle, but would apologise to the opponent as they are stretchered off
  7. Is dirtiness just about fouls or does it cover other 'dark arts' like diving to get a penalty?
  8. Nothing wrong with 'Instant result' - no different to playing the match on any other highlight level, but not making any changes throughout the game. Comes in useful for skipping through the friendlies at the start of the season or 'dead rubber' games in Europe or two-legged games where you've already done enough to win. As someone who has a save going in both versions - other than dealing with tons of talky interludes in full fat - there's really not much difference if you are concentrating on the first team. FM comes into its own when you want to get involved in the other squads to dev
  9. That's a practice feedback loop to my mind - game experience at a higher level improves CA more than game experience at the same or lower level. The calculation may use performance ratings as part of generating the level of CA increase, but that's just the mathematical equivalent of "The only way to get smarter is by playing a smarter opponent". In any case it still doesn't relate to changes in PA only CA increasing towards PA.
  10. I think there has been a strong element of that ever since roles came along. However, I think it has improved. This year, more than any recently, I am seeing players' attributes making a noticeable difference to how a tactic plays. To give an example from my current save - I have a good left winger who is my top player for assists, but he rarely scores anything. Due to injuries I've had to move an attacking midfielder who can also play out wide into that role and he is less likely to release the ball and has chipped in with some goals. The role is the same, but it is played differently depen
  11. I don't understand that view from the dynamic PA advocates at all. Playing better is a function of the player's CA increasing into the space between CA and PA. That playing time, along with training will shape the direction of the improvement in terms of attribute changes. If I have passing of 10 and game time and training improves it to 12, it doesn't expand my potential it means that I have fulfilled some of my potential. Better performances are the output of improving CA not an input to PA. Practice is the input to improving CA.
  12. It definitely is - look at how often teams that are on a winning streak IRL trip up against relegation fodder - think Liverpool against West Brom this season or Fulham's recent string of draws upsetting better teams. Read through HUNT3R's response. It's very much about space - both in the final third and behind you team when you are attacking. Normally what happens in those games is the poor team just sits behind the ball; you throw more and more at it to break them down - sometimes you'll get a breakthrough and a narrow win, more often they'll stifle you and catch some luck on the break. O
  13. Doing really well against top sides and then failing against struggling sides is usually a sign of relatively low reputation in the league and use of a counter-attacking tactic. Other than differences around morale and match cohesion FM and FMT play the same.
  14. A bit of a politician's statement, that. No, the ME cannot distinguish which is the human and which is the AI controlled team, but the parameters passed to the ME to define the match parameters can. This was proved by the beta to full release change to rebalance the morale levels fed to the ME. Now, I'm not going to side with OP and say that's what is causing their issues - in that case I favour cock-up rather than conspiracy. The big game pressure effect is probably overcooked making draws much too likely - certainly seems to be the case that games that can go to penalties do so rather t
  15. Don't get me started on what I think they're doing in what should be random cup draws ...
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