Jump to content
Sports Interactive Community


  • Content Count

  • Joined

  • Last visited


About Peljam

  • Rank


  • Biography
    Researcher, academic and hopelessly addicted to FM. Currently trying to force all my teams to play glorious hoofball.

    I have a youtube series based on a semi-fictional French Polynesian League system:

About Me

  • About Me
    Playing a semi-fictional French Polynesian save - blogged and youtubed...


  • Interests
    Godzilla, Football, South Park, Sci Fi, Stand Up Comedy fan

Favourite Team

  • Favourite Team
    Huddersfield, Hull

Currently Managing

  • Currently Managing
    Rurutu Humpbacks

Recent Profile Visitors

2,197 profile views
  1. Just a quick update - I'm about 20 episodes in now for anyone who likes to binge watch series (or is worried that a series wont last long). We are in the 2nd season and there another 10 episodes recorded and scheduled for release. The blog will soon have two more updates (maybe three) - a season review, a look at squad views and maybe a tactics breakdown (both of the tactic and a general breakdown by me when it doesn't work).
  2. Hello (or la Orana in Tahitian!) I've started a youtube channel, and blog, about a FM19 save in a semi-fictional French Polynesian league system. French Polynesia (Tahiti and other islands) is real just in case you were confused, the islands I mention are real, but the teams and the leagues they play in are not. Years ago, around FM12 my younger brother created a single league in Tahiti and we played the crap out of it in a network save. Every year since then we've added to the database to the point where there are 4 leagues, 7 cups, around 5 special Island nations with their own international teams based on some of the island chains actually in French Polynesia. I've even put together a dodgy logo pack that has scratch made badges, logo's and home kits. The premise is that a mad anonymous billionaire has invested in the new leagues and infrastructure but has now just left them to it. So lots of new teams and small stadiums (500 seaters) but no money unless the team can crack things on a continental stage in the Oceania Champions League, and eventually the World Club Championship. I'm not playing it as a network save but this year I decided I would record it and put it up on Youtube! There are about 11 episodes up that you can find on this career playlist. Episodes 1 and 2 set the scene, 3 introduces the manager and 4+ is the journey itself. There are plenty more recorded and scheduled - taking us up to the 2nd season so far. I want to build the team I take on, build the league, get better youth in (we're about vanarama level at the moment) and eventually make a splash on the international stage. There is also a playlist about the different Island chains that are represented as nations in my game. There's no FM gamplay in the Island background videos, just me rambling on about different islands and where the fictional teams are based. Alot of the background information is on the blog, and I plan on updating it with a review at the end of each season, and with special posts about anything I want to into more depth about. For example I'm just drafting one about the team views I've made for my attack, midfield and defence. Might do one where I run actual statistical tests using data I export about my team. So if it takes your fancy please take a look. Come on down to one of our many French Polynesian islands! Any comments and feedback are much appreciated. I know there are some small mic and edit issues in the first few episodes but I've gradually got on top of them as the series has progressed. Still, it's my first go at all of this so any tips would be great. Youtube Channel - https://www.youtube.com/channel/UCN0EpFqPAwCsEMygWV1qy8A/ Blog - https://fmtahiti.blogspot.com/ Twitter - https://twitter.com/FmTahiti
  3. Basically what says. I sometimes add in attacking set piece training though. The schedules you've suggested sound sensible for full time though.
  4. I had completely spaced out and forgotten that even existed. I just had 'Tries killer balls often' stuck in my head.
  5. I've got a standard, flat, 442 and I find too that my MC's aren't great at hoofing it. In my current team at least. They tend to get it to the wingers or go back to a DC. I'm wondering if there's a PI that might or trait that might work here. Tries killer balls maybe? Riskier passes? My backline are good hoofers though.
  6. Looks interesting, who's getting the goals for you? Is the TM working as the provider and the other 3 are getting the flick on's and knock downs? Or is the TM getting the ball back as the focal point because he's on attack duty? I've been thinking about using IF's for my current team as my wingers seem pretty attacking but I'm not sure they are up to it, and I think I'd only really have maybe one IF and the other would still be back as a winger. I don't think my team are ready for an asymetric formation! It might blow their minds.
  7. Well obviously we disagree agree a lot about a few of the issues. That's fine. As I said there are somethings we are probably pretty close to agreement on about the game but that seems to have been lost in the above which is a pity.
  8. To clarify I quoted one part of his post and explained that. It was the part that seemed to be issue so that's what I expanded on. I wasn't defending the rest of it. You've clearly read the response. What do you think to where I said there are some good points made and that I'm not trying to be dismissive, you know...where I was being part of a discussion? If you notice I've not said I disagree with some of the issues around it being easy in places, I've even responded about an area I would like to see get more difficult. I'm not shouting you down or being dismissive. I'm not being combative towards points raised that don't fit my experience. I'm just saying anecdotes shouldn't be the sole foundation of an argument if you want to see actual meaningful change happen. Anyway, you're right in saying anecdotes are not random outliers. They are not quantitative data and can't be outliers, that's part of the point. You say they reveal how the game works and to an extent they do reveal information. But they reveal what people have perceived and what they think they've experienced and don't form a good basis for an argument to change huge aspects of a game for the entire user base. There's a really good paper I could link to if anyone likes about a study of the placebo effect in gamers - where gamers thought the AI was making things harder for them when in fact nothing had changed - that demonstrates perceptions alone can't be trusted. They might well, and I think they do, reveal potential issues, but ones that need looking at further and more objectively. You can see it in this thread and in the other thread - lots of different opinions and perspectives, many that suggest certain elements might be too easy, and then some opinions and perspectives that say they are finding it too hard or are still finding it challenging. An anecdote isn't generalisable. I could go on about what I find too easy as player of X many years and X many hours, based on playing mainly in leagues A, B and C but that only represents my experience and can't be applied to everyone. You keep saying it's too easy and that it's a fact. A fact so obvious that it doesn't need more data or exploration. I'm sorry but you are wrong on both counts. It is too easy for you and for some users, it is not for others. Due to that we do actually need more data about the specifics if we want changes made to the game rather than how we play the game as individuals (the changes and challenges we apply to ourselves which you can see some people already do). You may think that's pointless intellectualising, and that it's all abstract and inane but a discussion of the meat of it, and more data on those aspects would actually be helpful and if done would move the discussion forward. SI aren't going to makebig changes based on anecdotes from a small thread that doesn't even present a unanimous position of how hard or easy the game is. Especially not when (as pointed out by some) it could destroy the experience for some users. We might come up with some interesting ideas but we don't know if they would just be useful for those in the thread that agree, and we don't know if they would ruin things for users that might actually form a greater part of the user base than those in the thread. You may think it's a waste of time but honestly there are plenty that would consider the tiny echo chambers these threads can become a greater waste of time - even when they agree with many of the points raised. You may not agree, and that's fine, but I was adding to the discussion. Just sending a survey to casual FM gamers wouldn't be a representative sample. That's not what I was suggesting. An investigation would have to have a sample that represents the population it is meant to be applied to. Then you would be able to determine if there any common issues across different users regarding difficulty. Whether there are any issues that effect specific types of users (the more experienced, those that managed in specific leagues, those that utlise certain game functions more than others etc.). Whether there are any issues that are specific to particular aspects of the game. And importantly whether any of these factors and demographics interact significantly. Then we'd have a better of idea of what could be changed that would benefit the user experience of most users, what could be altered just for certain users or what modules within the game that would benefit from wholesale changes. We would have actual evidence for this rather than anecdotes from a small group of users on a big forum that still only represents a small slice of the users that play the whole game. That's what I'd do, because I am smarter than that. So you know what, I think I probably will eventually put together a research project on it. I mean...yeah. I do. Because of all the reasons above. Because it adds something objective to what we know rather than repeating what we subjectively think (that might be wrong, or might only apply to us). But taking a step back, if you look at my response to RickH and yours you'll see we are partially in agreement. Dafuge mode can be challenging but it isn't free from issues around difficulty. Starting at the bottom isn't the same as dealing with difficulty issues. Anyway, I think there are some good points in the thread made by some of the posters. Not all I agree with or that would work for my FM experience but definitely some that would and some that are interesting. I do still disagree with the blanket claim that the game is just too easy. I don't think that represents everyone experiences, and I don't think it's nuanced enough.
  9. To be honest I would like to see some changes here as well. You can get short term success with a team, run it financially into the ground but still get hired elsewhere. When really if other clubs got wind of the fact you were consistently over the wage budget, driving the club into the red with bonuses etc. they wouldn't touch you. At least not the ones with financial issues. I think you should still be able to mis-manage but there should be consequences like teams not wanting to hire you, less likely to extend your contract or maybe even they appoint a DOF over your head and take away your contract/transfer powers.
  10. Just had an example of the stats not matching up usefully with performance. Lost 1-0 to Runcorn Linnets, apparently only had 1 clear cut chance. But from watching the game I know the supporting players and TM were pretty much perfect and laid on at least 4 good chances for my pressing forward. Who blasted each and everyone one of them wide. So I lost not because of the tactic but because of a poor player. His days are numbered. Just been listening to my backlog of podcasts from Christmas and there's a shout out for @sparkyunited on 5* Potential podcast, tweeting about the benefits of a good PF/TM combo
  11. It's much easier when you know the players. Do you have to wait until the next transfer window or can you start signing straight away? I know in some of the lower leagues free's can come in anytime which what I end up relying on. Set pieces are like gold. If you're squeezing out a few extra goals for, and conceded a couple less a season, that can equate to enough points to make a really difference. Well worth setting up them but make sure when you do that you also set up the takers properly too. I spent ages getting my set pieces right and then noticed in game the team wasn't going through them correctly. Then I realised it was because the people meant to be on the end of some of the passes were actually taking the kicks - the default free kick taker was one of my strikers in one case so there was a hole where he was meant to be tapping in the balls from the goal mouth scramble! Also, this might just be my FM, but every time I load up my hoofball tactic at a new team it wipes the set piece routines I have with it, so I have to load them again seperately. I don't know if you've seen them but the Strikerless blog posts on set peices are really good. https://strikerless.com/2018/11/09/do-you-even-delap/ https://strikerless.com/2018/11/19/defending-corners-and-other-set-pieces/ The corner one is really good. I always ignored defending corners other than putting players on the posts but actually in FM19 I've not noticed any benefit to having them on the posts so I've swapped to the 'banks' in that blog post instead. We're much better at defending corners now.
  12. No problem. Good start! Good size TM as well. It might sound obvious but the match performance is key. Watching the highlights will tell you more to begin with than the stats as A) the tactic is bedding in and you are getting used to players, B) stats in the short term are more easily biased by extremes, and C) Hoofball is a percentages game in a way that a lot of other philosophies aren't. For me A and C are the key points. You are hoofing it forward and often there are going to be issues - the delivery might not be right, you might lose the battle for the ball in the air, you might win the first ball but not the 2nd etc. Each potentially means something different and very little of that will be captured as a meaningful stat in the short term. If you're watching enough of the highlights you'll be able to see if your players are attempting the right passes, getting into the right areas...or not. For example if your deeper players are getting the ball into the right areas consistently but you're not winning the 1st ball then there's potentially an issue with the TM. But if the TM is winning the first ball consistently but no one is picking up the flick on or the pass then there's an issue with the support or position, and so on. Once you played enough matches though then things like the Tactics analysis can be useful for working out where the goal assists are coming from - long ball, through ball, cross, square ball, free kick etc. I wouldn't take it as 100% accurate as I'm not sure what it considers through and what it considers long. In 23 league games I've got 4 goals from long balls and 17 from throughballs according to that. To me I think we played a lot more long ball assists. I'd keep in mind with this as well that it is focussed on assists so there'll be lots it doesn't pick up as there was no goal (though there is a chance creation screen too). You can also use things like the passing map when you have enough games to look at as well.
  13. Adding to this for @Rub Me you can have lots of different set ups and pairings that don't always have a targetman. It goes back I think to the short video of Graham Taylor explaining types of long ball - into space or into player. Both lend themselves to different types of strikers.
  14. Also been thinking about a tweak to my tactic... Having a targetman is awesome...so why not have two? One on Attack and one on Support? Is this madness? EDIT: My experiment failed. Only played a few games, still made chances, but it was all very static.
  15. It is rewarding when it works! In terms of players it really depends on the type of hoofball you're going for and the level you are attempting it. Generally speaking your players are likely to be more physical, and potentially much more dimensional than players for other teams. But this can shift a bit as you get higher and higher up. I'm with Ramsbottom United in the 10th tier of England, I'm lucky if my players can run and do one other thing well! For example I don't need my CB's to have great on the ball skills. They need to defend, run, hoof it forwards and head the ball. I don't need all round attacking wingbacks with Cafu like free kick skills. They just need to defend, get the ball forward, and ideally be good at crossing (and this is a luxury sometimes) and long throws. Having great technical passers is nice, and does help with pinpoint longballs up front, but to be honest you don't need it if you can kick the ball long in the right sort of areas, assuming you have that targetman ready to take over and do the work. The passer can do the work, or the player receiving the ball can do the work. Often in hoofball it's the player (or battering ram of a targetman) that is doing the work when the ball gets into those positions of maximum opportunity. In terms of Targetmen I'd have a look at @sparkyunited's Brunt in the posts above. He's a beast and fits the role well.
  • Create New...