Jump to content

(sic)

Members+
  • Posts

    607
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by (sic)

  1. 56 minutes ago, snowofman said:

    The Icons is a good addition to break things up..

    My feedback was me checking the whole profil you linked, i wasnt sure where to start or end when looking at the page. i feel it's "missing" the red line, like so many other things i like things that kinda have a start and an end.

    it might be old school  i'm not quite sure of it, but with the red line i mean that at first glance at something, you know exactly where the start it (in a skin i would say the start is "player face, name etc" from there you can without a doubt see where you have to look for further info.

    in yours, i have the start (face, name) - the text (left side) blends into the background, and the only thing to break it up is the icons (love those tbh) but i have to search for the needed info... and yes i know things comes after using it, then you know where they are. (right side  again the text is blending into the background, medals, pro's con's and games played and all good. you know what they are by just a quick look.

    everything south of the face is where things is going wrong for me personally. 

    again text blending in, icons blending in here aswell (i like that they were white / stood out on the top), i can't put my finger on what exactly it is but something is making it one big mess, that confuses the crap oout of me and i have to focus too hard to find out what i'm look at.

    i hope this makes sense and i mean nothing bad, it's an impressive amount of work.

    as a last note, this might all come down to the "new" factor in what your showing and the getting used to the colours etc.

     

     

    Visual hierarchy might be the term you're looking for. Certain important things should stand out more, and be larger/bolder. 

    Though in this case, I'm not sure how you can do it, as all of these items carry the same importance.
    Maybe you could do it by ordering them in a different way, so it's not just 2 straight rows of 7 boxes. Imo the game does it well by distributing attributes in 3 areas, though I'm also a fan of dividing it even more.

    I'd actually like it if SI changed it up a bit, and instead grouped certain things like @_Ben_ has done, but showed icons and descriptions, instead of the raw attribute values. Kind of like what coach/scout reports do with pros/cons, but better.

  2. https://www.behance.net/gallery/156580343/Football-Manager-Improved-UIUX-Design

    Seen this linked in another thread. I think it looks really good, it's simple, modern, and clean looking. I really wish SI would actually work more on this end, and make some larger changes to the UI/UX. A lot of areas have been pretty much unchanged for 10-15 years, and this is an example of what a modern UI looks like.


    I'm gonna try to make some of it work in-game, but I don't think a lot of this stuff can be changed.

    e65dffd7e9a211bcb784411d3030d91c.thumb.png.840ac84fc58a606e7c9b52c6e6dd2af5.png

  3. Yeah you can set the pitch horizontally. I wanted to do something like having tactics screen with the pitch on top of the page, with squad selection on the bottom. But I couldn't be bothered to figure out how that whole panel works, as it makes 0 sense to me. 

    For example, I can't even figure out how to resize the width of those 2 sections (pitch and squad selection). I can resize the pitch separately, but not the whole panel underneath it.

  4. 5 minutes ago, snowofman said:

    You guys are so creative, i wish my creativity was on the same level, guess old age ate my creativity :( *sobs*

    edit typo

    Hardly creative mate, I struggle with that as well :D 

    Most of my "creativity" comes from seeing someone else's work, then trying to "improve on it" or do something similar, but in a "better" or different way (when I say improve and make it better, I mean making it suit my taste more). I have a hard time coming up with stuff myself (one of the reasons I stopped pursuing a career in web design and UI/UX design).
    Most of the stuff you see on that panel comes from taking inspiration from Tato, FME, TCS and OPZ skins for example (stuff like the general layout of panels, using tabbed containers, using different selector panels, using tables, etc.). 

     

     

  5. 28 minutes ago, _Ben_ said:

    Icons are something I’ve recently realised can really add to a skin. I haven't explored how they look on the club screen yet but really like yours!

    Thanks, it took me a while to find these icons and put them together so they make sense (as I just used the already available icons that come with the game).

    It would've been easier to just download some off the internet :D 



     

  6. spacer.png

    Added some selector panels, changed up the stadium panel, the top panel with the logos and stuff, as well as added some icons to other stuff (club details and facilities).

    Overall, I'm looking to add more icons to other areas as well, player profile, home page, etc. I really like how they make the skin feel less empty and less boring,

  7. 15 minutes ago, cocoadavid said:

    You can see the defauIt passing directness for each mentality on the In Possession screen - eg. in FM21 on Very Defensive mentality it is 'slightly shorter', while in FM23 it is 'slightly more direct' - , then I put the data into a line chart creator.

    Hmmm, makes sense if it's true. 

    I never believed that text description. For example when you go on player instructions, it would say Trigger press "Less Often" but the green bar would be full. So over the years I just learned to ignore it :D 

  8. 3 hours ago, jeru said:

    The issue here is not Max's experiments which as he points our in the video he is happy to discuss and have debunked, the issue is as usual FM's diabolical user interface and SI's complete lack of explanation of what things do IN GAME 

    If you look at the UI it actually labels it defensive line  and the buttons are step up or drop off, two options that if anybody who watches football or plays FM the logical thing to think is that these options will affect the defensive line and what they do.  There is nothing in the game UI or tooltips to suggest that as @Jack Joyce has now perfectly explained that this only kick in situationally.  The tooltips actually reinforce that the line will push up or defend deeper the only English word that gives any clue that this may only be situational is "typically" on the drop deeper tooltip.

    The logical expectation is that push up and drop off are football terms that anybody who has played instantly understand that they do the same thing in FM, the design of the UI and also having defensive line labelled as the slider on the pitch adds to the muddled UI and frankly I wouldn't be surprised if virtually everybody who plays is confused.

    Si before all the mods continue to start and encourage a pile on in this thread because somebody has misinterpreted an option in game take a step back and think about the root cause, which is muddled UI design, poorly worded UI elements, and tool tips which do not clarify what the options do, and that sits firmly with SI.  

    See, I didn't come to that conclusion about the PIs, but I do understand how some people did. I agree that UI is a mess in FM, in general, not just in this instance.

    You already set up your defensive line, why would you need to set it up again with Step Up/Drop Off? To me it was clear from the start that it would be situational, and that it would instruct the players how to deal with the opposition who is coming at them.
    Step Up to compress the space ahead, so the opposition have less opportunities to play in front of defence.
    Drop Off to protect against balls over the top, but it could leave space in front of defence.


    Overall, this game should be a lot more clear in telling players what something does and how it does it. When it comes to roles, duties, mentality, PIs, TIs, everything. They attempted to do something with adding animations to role descriptions, but they just left it at that. They didn't even adjust those animations for different duties (Defend, Support, Attack). Imo they should work on it more, and expand on it. Right now it just feels like they abandoned this completely. 

  9. On 16/11/2022 at 21:12, snowofman said:

    <record id="Pnat" width="30" label_disabled="true"/>

    I already have that, but when I installed a new logo pack it changed to display logo instead of the national flag. Weird, as it still displays the flag on the club/nation pages. 
    The issue comes when I try to place that same code for the national flag on player profile, it just displays nothing at all. Gave up on trying to fix it.

  10. 6 minutes ago, Fantasista10 said:

    You are also spot on in terms of White’s role. I think we could do with a new fullback role in FM to be honest. Not sure what you would call it but I’d like it to perform as follows: 

    Tuck into a back three (perhaps simultaneously pushing the left sided centre back wider) when building out from the back, and once play has progressed up the pitch, and if the role had a support duty, he would be more conservative and tuck into midfield a bit like an IWB. Or if you could give him an Attack duty he would look to overlap. 
     

    Basically what Kyle Walker and Ben White do IRL. They are neither IWBs or FB/WB in my opinion. 

    I agree, a perfect new role for this would be a Inverted-Fullback. So when you have him on support, rather than roaming around and what not, you'd just have him sit in the midfield, and if on defend, he'd hold the back 3 shape.

  11. 18 hours ago, Fantasista10 said:

    Just wanted to post an update on how I’ve been getting on with this system. 

    My FM23 save is loosely inspired by the Graham Potter challenge. I’m taking a lower league Scandinavian side and trying to progress up the leagues before making the jump to one of Europe’s Top 5 leagues and eventually a Top 6 PL club. 

    I settled on Moss FK in Norway’s 3rd tier. A historic club who had won the league and cup in the 80s, they were predicted to finish 9th. We really punched above our weight, winning the league by 10 points. 

    0CF244FE-D7A5-40C3-B82F-FCE752E0D54D.thumb.png.0dc2a406acd4037af97f53c673dee9ba.png

    The only defeat being a 1-0 loss after going down to 10 men and conceding from a direct free kick. 

    The stats really portray our dominance. 

    B47945FB-DDDF-49E2-9DC1-F56271A3D383.thumb.png.b90ff668df9acd7e3bf5c1accb8706f6.png
     

    We scored the most, whilst being water tight at the back. Our defensive stability is most definitely a by product of the amount of Possession we have. I believe this to be crucial, as Guardiola and Arteta insist on keeping the ball to both create chances and limit opportunities for the opponent. 

    B5101225-DA56-4A14-962B-777B43DC37C4.thumb.png.2a4a5fa54f5b786b8c7d0a03eb3f52b7.png

    In previous FMs, and also in other tests in FM23 I found that it was difficult to balance realism (staying true to recreation) and success in the game. Scoring goals was particularly difficult and it often resulted in stale possession. So I’m really pleased to have addressed that issue. 
     

    F560F8A6-B5A0-44B9-BBFE-9D6DA5633B3C.thumb.png.f482a60bc6a9ce47e001e8a257b97efd.png

    Pitch Tilt is one of my favourite additions to this years Data Hub, and it again clearly portrays our final third dominance - another key aspect of this replication (when I last checked, Arsenal had the ‘highest’ pitch tilt this season, after Man City). 

    I played the majority of the season with the below tactic, only making small adjustments when necessary in game (I mentioned these tweaks earlier in the thread with my Sporting CP test). 

    54BFE5D7-30F9-42BD-B295-AD165D5ABE72.thumb.png.5a44bb4a1f51bc76c79b9b4e97b144cb.png
     

    Some observations: 

    • Despite good results, I became frustrated with the IW and MEZ taking up similar spaces. And after a great start, my IW began performing terribly. Solution: Change the role of the LCM to a BBM with added PIs (Stay Wider, Run Wide with the Ball, Get Forward).
    • Did not seeing much difference between the MEZ on Attack or Support, and the Attack role getting inconsistent ratings and not being a huge threat. Solution: Decided to drop the right sided one to a Support role in the hope of being a bit more of a creator than scorer. 
    • My IWs often ended games with low ratings and not contributing much. Solution: Change this back to an IFs as I needed more of a goal threat and due to the success I had with Marcus Edwards at Sporting in this role, I had to give it another try.

    I ended up using a creative player in the IF role, with traits “Tries Killer Balls Often” and he often fed the DLF with through balls. A better, more direct player would perform closer to Martinelli I imagine. 

    After getting more confident in my players abilities I made some tweaks and became a little more adventurous by increasing the mentality to Positive and adding Be More Expressive. The final version looks like this:  

    6D30C6EA-F5BF-44C6-B8D0-CC0B27775630.thumb.png.afbf28c8d329ee645e9ca437a330f942.png
     

    I usually start away games on Balanced however, and see how the game plays out before deciding to go to Positive or leave things as they are. 

    The top scorer in the team was the DLF with 17 in 22(2), followed by the Winger who got 11 (also penalty taker).

    Overall I am pleased with how the tactic has played out despite having players of low technical quality. I’m sure I will still tweak here and there but I think this is quite a close replication that also brings good results. 

    I definitely agree with this, except the WB-S. Now, I haven't watched Arsenal that much, but when I have, White was usually either forming a back 3, by staying deep, or pushing into the midfield and forming a midfield 3, but still playing narrow, 
    IWB-D makes the most sense, though maybe you could make him overlap sometimes, or even play him as FB-S with sit narrower, hold position, etc. IWB-S definitely is a role that Zinchenko plays, especially because it has Roam from position PI, and I don't think White really plays that role, hence why I think he should have a more conservative role.

    Again, I'm not 100% sure on it, maybe he did play as a WB-S in other games. But I do agree with the rest of the tactics, and it is spot on, just like how I would set it up (Maybe I'd put Jesus on CF-S).

  12. 16 hours ago, HighFlyingDwarf said:

    In response to the edit, that was my spur of the moment subjective opinion and I certainly don't think you can discredit the effort that he puts into his work.

    We can agree to disagree on the findings or the basis of them, or whatever, but I do feel that tossing his entire body of work out when clearly people have applied some of his findings and have found that they've worked is another thing entirely.

    Nobody's discrediting the effort itself, just the conclusions and the way he reaches those conclusions. Again, some of his findings might be correct, but from what I've seen, most of them simply aren't. 

     

    When he tells people that there isn't any significant difference between BPDs and WCBs, and then shows how he came to that conclusion, a lot of people would tend to believe it, even though it simply isn't true at all. 
    Like he said in the video "After every match, I went into the match report and recorded the statistics that I THINK are relevant in assessing the performance of the WCB

    So it's all based on what he thinks is relevant, meaning there's a lot of room for mistakes (especially if he doesn't select the right things to look out for). Especially because you would need to simulate a few hundred matches for each tactic, and not just a few dozen in total.
    Also, just by looking at the numbers like blocks/interceptions, etc. you can't get a full picture of how the role plays. There are so many variables not accounted for, like the tactic and the roles around the WCB (including midfield roles, wingback roles), team and player instructions, mentality, duties. Then we also have opposition formations, opposition roles, duties and instructions. All of that is missing, and all of those are variables that will make the WCB (or any other role) play slightly different.
    Though you don't even have to do all of that, you can just load up the match and watch it. WCBs, especially on Support and Attack will make attacking runs, they will overlap and underlap, just like the description says, while the BPDs won't really do that (not unless you have the right attributes, traits, tactics, etc. set up, but even then, they wouldn't do it as often as WCB).

    Similarly, with the Carrilero analysis, he came to the conclusion that CM-S and Carrilero aren't really different... by testing the role in a 4-3-3, 4-2-3-1, and 4-4-2 formations. What about the formations in which the role should actually be used, like 5-3-2, 4-4-2 diamond, and other formations without wingers? You know, the formations for which the Carrilero role is primarily designed for.


    It's the same thing with this now, he just looks at the wrong things and doesn't understand what the instructions are for, and comes to wrong conclusions at the end.


     

  13. 6 hours ago, cocoadavid said:

    Please have a look at the line chart below, it showcases why passing directness on FM23 can cause confusion. It displays how passing directness changed from FM21 to FM23, according to what you can see on the In Possession TI. 

    1 = slightly shorter
    3 = slightly more direct

    1293713958_line-graph(1).png.b173cccda1585dfebfacd88a42781249.png

     

    When you compare the 2 line charts, you can see that there is a significant difference, it is something that can have a big impact on your style of play.

    Please don't misunderstand me, if the passing directness on FM23 works like what you can see on the graph, I think it is a good change, because it goes better with the mentality descriptions.
    What bothers me is that a change like this should have been mentioned officially.

    In case passing directness does not work like this in FM23, then there is a UI bug.

    This does make sense, but where did you get that info from? 

  14. 3 hours ago, Fantasista10 said:

    You have to use a Winger role if you’re going to get anything like Pep’s 2-3-5 in the final third. 
     

    The Winger role has been tweaked this year to really hold its width in the final third. It’s not quite an accurate representation of how Pep’s wingers play, but if you use them on their ‘inverted’ foot with Traits to Cut Inside, it actually works quite well. 

    +1. While they do hold the width better this year, especially if you train "hugs the line" trait, they're just missing something. They often get in the way of the Mezzala, especially if they're both on support duty. So I do prefer Wingers to IWs in that sense.

    Wingers with with their stronger foot on the opposite side of where they're playing on, and with cuts inside trait work much better imo. They hold their width, they do cut in sometimes (honestly I found them cutting in with the ball more than the IWs do, which is definitely weird, maybe the actual trait works better than the PI), but they also do run to the byline and cross (not from the wide areas, but instead on the edge of the box), instead of just turning around and looking for options (though it helps to have a player who's comfortable with both feet).
    Though it all depends on what you want from the player/role. If I want the wide player to actually operate in half-spaces, and be a more creative type, I'd often pick IW-S and tell him to sit narrow, Roam from position, etc.

    4 hours ago, markoconnell said:

    Hi, I'm trying the replicate the Pep's 235 positional play but I'm having trouble getting to IW/IF to stay high and wide with the Mezzala on support or attack without occupying the same space. I've tried messing around with the CM(a) but they were too high up, almost acting like a second striker in the early attacking phase. BBM however were a little too deep.

    CM-A does often seem to play as a second striker, especially in the buildup, so you get something like a 4-2-4, if you play a 4-3-3 formation. Support duties can be too conservative, and too deep. I'd just mess around with mentality settings. AP-A would also work, as he doesn't really play like a CM-A. He will go forward often, but he'll also drop back when needed in the buildup.

    I used a formation with no attacking duties and an Attacking mentality. So the midfielders who were on support were more willing to go forward, but they would also sometimes help in the buildup.
    Also I found that the more attacking mentalities are better in the buildup, as they don't look to kick it long as often, for no reason. Player traits like "Tries to play way out of trouble" are great for this as well. and if you train this trait to your back 5 (back 4 + DM), it works wonderfully. Though you obviously need players with good attributes to do this (Anticipation, Composure, Concentration, Decisions, Vision, Agility, Balance, First Touch, Passing, Technique, Dribbling, Acceleration) - are all important to have imo).


     

  15. Makes sense, it definitely looks like it was made by someone who's got understanding of modern graphics/UI design :D 

    It looks clean, I like it.
     

    The only issue that may exist when trying to actually create a working version of this, is the sidebar actually being at the bottom. IIRC someone has made it work somewhat, but it's not that easy.

  16. 10 hours ago, Nachote912 said:

    Could you pass me the code of the tactic panel?? i really love that mate

    Sure thing. It's at the bottom of the tactics icon info panel overview I just replaced the <container id="gpIN" with this 

    Spoiler

     

    <container id="gpIN">
    		<layout class="stick_to_sides_attachment" alignment="all" inset="0" />
    
    		<widget class="picture" file="icons/custom/player instruction/player pitch" id="PInI" image_alignment="bottom,left" scale_picture="false">
    			<layout class="stick_to_sides_attachment" alignment="all" inset="0,0,45,0" />
    		</widget>
    
    		
    		
    	<widget class="value_based_picture" id="vbp1" width="18" height="18" scale_picture="true" transparency="1">
    				<layout class="stick_to_sides_attachment" alignment="left" inset="4"/>
    				<layout class="stick_to_sides_attachment" alignment="top" inset="51"/>
                            <list id="value_list">
                                <record min_value="1" max_value="4" file="icons/custom/footed/left" red_replacement="fg range1" />
                                <record min_value="5" max_value="8" file="icons/custom/footed/left" red_replacement="fg range5" />
                                <record min_value="9" max_value="11" file="icons/custom/footed/left" red_replacement="fg range8" />
                                <record min_value="12" max_value="14" file="icons/custom/footed/left" red_replacement="fg range12" />
                                <record min_value="15" max_value="17" file="icons/custom/footed/left" red_replacement="fg range15" />
                                <record min_value="18" max_value="20" file="icons/custom/footed/left" red_replacement="fg range20" />
    							
    					
                            </list>
                            <record id="object_property">
                                <integer id="get_property" value="Plft" />
                            </record>
                        </widget>
    					
    					
    					<widget class="value_based_picture" id="vbp3" width="18" height="18" scale_picture="true" transparency="1">
    				<layout class="stick_to_sides_attachment" alignment="right" inset="4"/>
    				<layout class="stick_to_sides_attachment" alignment="top" inset="51"/>
                            <list id="value_list">
                                <record min_value="1" max_value="4" file="icons/custom/footed/right" red_replacement="fg range1" />
                                <record min_value="5" max_value="8" file="icons/custom/footed/right" red_replacement="fg range5" />
                                <record min_value="9" max_value="11" file="icons/custom/footed/right" red_replacement="fg range8" />
                                <record min_value="12" max_value="14" file="icons/custom/footed/right" red_replacement="fg range12" />
                                <record min_value="15" max_value="17" file="icons/custom/footed/right" red_replacement="fg range15" />
                                <record min_value="18" max_value="20" file="icons/custom/footed/right" red_replacement="fg range20" />
    							
    					
                            </list>
                            <record id="object_property">
                                <integer id="get_property" value="Prft" />
                            </record>
                        </widget>
    		
    		
    	</container>

    Use insets to position it however you want to, at least that's the only way I could make it work.

    39 minutes ago, Rivanov said:

    Care to share the left/right foot icon on the tactics screen? :)

    graphics/icons/custom/footed 

    The code for it is above.

  17. 41 minutes ago, keysi said:

    Adding the left/foot strenght icons to this place looks fantastic and it's a perfect idea :applause:

     

    12 minutes ago, PequenoGenio said:

    The left/right foot strength indicators on the tactics panel is really good.

     

    All credits to Wozzie, as it was his idea and code. I just used a different icon, and repositioned it to fit inside the role container. 

    Never knew I needed this before I saw it in Tato23 skin, it makes things a bit easier when creating tactics.

×
×
  • Create New...