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(sic)

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Posts posted by (sic)

  1. 4 minutes ago, akkm said:

    Agree with you re underlying issues affecting things there

    Not sure on 2d/3d...thought everything had changed to 3d but not sure on that one at all

    3 minutes ago, Platinum said:

    No it was mentioned that prior to FM22 it was a 2D  plane and now its 3D

    Ah so they did indeed change it then. I though there was something about it, just wasn't exactly sure if it's been done already of it was something that they are working on.

     

    1 minute ago, tts0 said:

    Expecting your widemen to cut inside, dribble past 3 opponents and score i just silly. Those days are gone, Im sorry.

    But nobody's expecting that. I think we've all been pretty clear on what the issue is.

  2. 6 minutes ago, akkm said:

    Actually this is spot on...there's a general issue where players struggle to operate in tight spaces/lack of space/in traffic/when confronted by players close by. Of course in real world football its tricky but not as tricky as in FM and the simulation isn't properly capturing players ability to operate in tighter spaces and in close proximity of players for dribbling/passing/receiving the ball and even for players to select a pass to a player with player/s on him.

    Players are very reluctant to dribble into traffic or as you say once closer to people as then it's a turn & pass outside/lay off or generally not try and take on players especially inside and need too much space identified to run into or they won't bother. 

    Its similar as I alluded to in tight areas for players to pass into and its especially noticeable sometimes in central areas where this year we see that DMs usage can provide serious blockage to that area so play won't even be attempted there so players will choose to go long or wide too deep and too early in FM to avoid traffic and larger spaces are identified as a higher value/easier pass therefore pass decision making will select this rather than operate TIs/PIs to play through the middle at least as a style...yes it is and should be harder but if players will avoid this the way they do in FM then this a core issue to the engine not allowing it to at least be attempted as a style. It often then gives a sense of a user's team playing on the pitch be disconnected to its tactical inputs.

    If my team attempts it and keeps failing I should address that tactically or with personnel...ie signing more creative/technical players who can operate in the tight spaces and move around and find small pockets of space and thread short passes along the ground to create chances and openings directly or in passages of play.

    At times it seems idenfication of space in FMs 3D modelling doesn't reflect real world abilities to operate in said tight spaces and too much space is what FM needs to identify as a trigger to pass/move/dribble into. FM may need to re tune this decision making to identify smaller spaces and close proximity of others as being ok/good decision making and not a deterrent to passing/moving/dribbling where currently it can deter all of that too much.

    Adding in the welcome introduction this  year of the chaos factor/battling in midfield and pressing factors this means ability for players to operate in tighter spaces should be at a very high level but the dearth of space in the middle has meant play gets directed too wide or too long too quickly and that possession game that requires rich movement and quality pass decision making isn't currently operating as well as it should. I've seen it in previous versions of FM where higher pressing and congestion on central areas knocks out the ability to play through there too much.

    A 're calibration' of how 3D space is calculated may be required to allow better play to unfold ie reduce larger identification of space required to operate in...not really sure but this would obviously help to identify how players identify and make good decisions then whether to pass/move/dribble.

    Obv not entirely sure but SI will know more. I've seen SI enable better central play/dribbling before in tricky circumstances so all going well they will be able to do this again for FM23...ideally on release as well. It won't be easy but I'm sure providing as many examples of all of this will help them


    The space isn't actually 3D, but 2D. I'm pretty sure it was mentioned that players operated as 2D discs on a plane, rather than being 3D entities in the real 3D world. So that could be an issue in itself.

    We can definitely observe these things, and report them. But other than that, we don't know why something works like that, and whether its intentional or not. That's something only SI know.

    I think there are many underlying issues here, and there are many reasons why something can't be done right now in this current ME.

  3. And to add further to this point, the dribbling itself is almost non-existent.

    Quick changes of pace, quick changes of direction, tricks, flicks, skills... nope.

    Instead dribbling just boils down to the player running forward with the ball. So when there's no space to go to, players don't know what to do. Well, they do know, they just try to find a pass, or just cross it into the box.

  4. 13 minutes ago, Jack Joyce said:

    The difference between a 4231 and 433 is fairly arbitrary, to the point where some coaches wouldn't even consider the 4231 a separate formation, instead seeing it as a variant of a 433.

    I would agree, but in FM it kinda is different. 

    There's a difference between using a single vs double pivot, though in Pep's system, like you said, the IWBs come inside.
    Another difference is the AM position. In FM, there's a big difference between using roles like CM-A, Mezzala, etc. in a 4-3-3, vs using an AM in a 4-2-3-1. Those roles in a 4-3-3 will often occupy half-spaces, while the AM in a 4-2-3-1 will be all over the place, often sitting in the middle, which you don't necessarily want. And if you make something asymmetrical, the AM will stand right in front of one of the players in double pivot, and you won't have that player in double pivot move more centrally.

    Another thing I've found, is that the double pivot players stand way too close to each other, instead of staying a bit more apart. Even on the widest settings, with stay wider PI.

  5. 6 minutes ago, Overmars said:

    One thing that could really spice up FM is if figuring out a player's PA became much more difficult. Scouts are savants in the game, and that's not a realistic representation of real life. There are essentially two options here:

    1. Make PA a variable amount. I don't think this is necessary, but it would help create more variance in player development.
    2. Make scouts unable to identify a player's PA beyond a huge band of uncertainty. I think this option is more realistic and would shift some of the optimal FM strategy away from acquiring wonderkids who your scouts have guaranteed will be elite players.

    PA is often variable, though it is determined once you start a save, so it doesn't change after that. Making it variable once you start a save would be a nice option, though I don't know how that would work.

    The fact that there's a set PA, and that you simply can't develop a player any more once you hit that mark, is incredibly unrealistic. It's also unrealistic that a player gets like 180PA, so he's almost guaranteed to become an amazing player. It definitely needs to be more dynamic, but it's a computer game after all, and it relies on attributes to calculate how things happen. Another thing is, PA is incredibly easy to access, so that's more on the user not using tools to access it, in order to have a more realistic experience.

    I would like it if PA was simply unknown early on, so you'd judge players potential based off his current attributes, stats, and how fast he's improving. Maybe there are a few "wonderkids" that you'd just know if they have a lot of potential, but for everyone else, you shouldn't really be able to determine it until later on. Also some players definitely are late bloomers, so they might not fully develop to their max PA until in their mid 20s. 
     

    Overall, I haven't given it much though, so idk what the solution would be. I'd imagine the game would definitely benefit from it being more dynamic, but another huge thing is how all of that info is displayed to us. 

  6. 6 hours ago, Ferocious289 said:

    Anyone else notice the annoying tendancy for fullbacks and wingers when there is a free man in the box instead of crossing it in straight away they turn/cutback and wait for defenders to swarm the box before crossing it in?

    Yep. I often found my Wingbacks in quite a lot of space, where they just need to hit the cross, but instead they try to dribble it or pass it. What I also found, that players are lacking, is the ability to cross the ball as soon as they receive it. Instead they always have to make extra touches, and by that point they've been closed down.

  7. 1 hour ago, giglet13 said:

    So it's fixed, (Efl blue bit didnt change anything @snowofman unfortunately) but dropping these two files from base skin back in my match folder did:

    match title bar.xml 4.82 kB · 1 download match title bar score highlight frame viewer.xml 4.23 kB · 2 downloads

    All credit to another skinner on sortitoutsi who fixed this but no idea what it is about these panels that had caused the issue. If anyone can/wants to decode for future understanding feel free to share any learnings - but I'm happy with it just being fixed :P 

    I think I've found the issue.

    In the match title bar.xml file, there's a line 

    <container class="client_object_viewer_xml_panel" file="match/match score area panel">
    					<record id="object_property" get_property="objt" set_property="objt" />
    				</container>

    In the file you've attached, that line of code also has an id assigned to it - id="MsaP"

     

    So by adding the id to the container, I've managed to fix the issue with CL clock having wrong color. I'm pretty sure it's the same thing for other comps, including EFL.

  8. 11 hours ago, jcp1417 said:

    I dont really know what you're talking about. How does it depend on anything? Any coach, general or assistant, can be in charge of tactics or any other training session. 

    The root question here is, is there any reason why I would offer a person the job of general coach or assistant coach knowing that there's no limit to the number you can have of each (other than the staff limit directed by the board).

    I think it was a pretty straight forward answer, but sure let me explain more.

    The difference depends on that staff member's responsibilities. You can set the responsibilities yourself. So you could have a coach that will do everything your assistant manager would do by the default. You've said it yourself, "Any coach, general or assistant, can be in charge of tactics or any other training session."

    So is there any reason why you should offer a person the job of a general coach or an assistant coach, knowing that there's no limit to the number you can have of each? I'd say no. The "title" itself doesn't matter, only their responsibilities do. 

     

  9. 4 minutes ago, 2feet said:

    Fair enough, but careful what you wish for, because a player who can feint and dribble past multiple defenders will destroy formations, making it seem like whatever the defence, he will just feint past your defenders like magic.

    Are you prepared to have the computer do that to your players too?

    I mean, this isn't something new. It literally existed in the game a few years back. I'm really not sure why the players have suddenly stopped doing it.

     

    But yeah, I'd absolutely prefer that, over players not being able to do it.

  10. 2 minutes ago, Dagenham_Dave said:

    Weird, I get plenty through usually

    It is weird, because it's such a contrast from FM22, where I used to get 50+ recommendations constantly. Which became too annoying to deal with after a while. So on one hand, I really do appreciate the change. 
    On the other, it feels like it doesn't work properly. Though whenever I actually get a report, it is a decent player that I will consider signing, and not a random player I'll just discard, like in FM22.

  11. 2 minutes ago, Dagenham_Dave said:

    Further proof that everyone plays differently. 

    What I've found is that it's all about how you set up the focus. It's not like the old days where you could fine tune the exact specifications and still expect a ton of players to come through. Scouts are more reactive now, so if you are whittling the search down too much, you're not going to get a lot of responses, usually. Of course, that all still depends on the number and quality of your scouts and how many players you have loaded. 

    It is certainly different to what it was before, but I've found it to be a really positive change once I worked out how to use it properly.

    It's one of the things about FM though, there's next to no guides on how to use certain features, they just leave you to get on with it for yourself. I often think FM for a new player must be such a daunting experience. 

    My scouting focus has literally been set to scout for a certain position, 3 stars quality minimum. That's it. No other specific requirements. Nobody comes through.

    90% of my "scout reports" are actually agents offering/recommending their players.

  12. 15 hours ago, FmTuga said:

    Just my 2 cents

    Peolple should respect more fm skin makers

    This skin is almost with minor changes the OPZ 22

    This is the main reason why some skinners dont share skins anymore 

    Agreed. For me personally, it's just one of many reasons.

     

    3 hours ago, Olas Nick said:

    personally, I see no problem with others using your work

    but the name should be "OPZ Elite 22 skin modded by Mr Hough for FM23"
    and this is needed not even by the author of the original, but by people who will use this skin. to know who to contact in case of problems and new requests

    Idk, when someone just copies your entire skin, and then puts it out there for others to download and says "I made this", I wouldn't say it's not a problem.

    You're taking someone else's work, and publishing it under your own name. Yes they've given credit to the original authors, but why would I bother making my own skin in that case? I can just copy someone else's work, give credit, and publish it as my own.

    15 hours ago, Mr Hough said:

    What are you talking about, "Are you allowing him to keep it online" who are you like the Skin Police - Idiot.

    I made this last year like i said and updated it for this years, If you don't want to use it don't if you do use it.

    So not only are you using and publishing someone else's work, but you're also being arrogant and full of yourself. There's also no need for insults.
    Nobody's going to "not allow" you to keep it online, it's the internet, you can do it if you want to. But you didn't "make" this, you took the work of other people, mashed it together, and published it as your own work under your own name. 

    I'm pretty sure it wouldn't be an issue if you just published it as "TSC + OPZ Elite mashup skin". Instead, it comes off as if you're stealing someone else's work.

  13. 33 minutes ago, kiingallen said:

    Must be all in my head then. It wasn’t my tactics pre update, but now it is? We’ve just turned into a bad team overnight (literally). Or the whole league have now sussed me out, despite having 2 different trained tactics which were largely successful.

    I don’t want to sound like I’m just complaining here. I’m very impressed with the ME (generally). The potential this year is bigger than ever imo. 
    It’s so far been much more immersive already than ever. But to slump that drastically and suddenly is very strange. 

    Well that’s my feedback, post previous update. 
     

    Have a good day. 

    It depends on so many things. Maybe your tactic was exploiting a certain weakness in the ME (not necessarily to your knowledge, unintentionally). That would imply there were changes to it though.
    Maybe indeed the opposition have figured you out (though it definitely would feel weird when that happens right after the patch). It might also depend on a team you're managing, and where you were expected to finish. Maybe it's one bad result, that spiraled into a losing streak - very possible. There are many possibilities, that don't have anything to do with the ME itself, though the timing of it would imply that the patch did something.

    I agree that there are issues with the ME currently. You have pointed out through balls, and in my first reply, I mentioned they've been a problem since day 1 of the beta. There definitely are a few more issues.

    I just haven't noticed any changes. Maybe indeed it was just one bad game, which resulted in another, and then another. My team is generally getting the same results as it has before the patch.

  14. 16 minutes ago, SeaCarrot said:

    You're missing my point. This is a PC game, coded and using numbers. It's not actually playing a game of football.

    How else do you think you hit the instant result button, before a game, and get a different result then when you load up the same save, do nothing different, and hit the button again. There HAS to be something generating a seed/randomiser for the game to do different things in the ME when everything else stays static. No match plays the same, for a reason.

    We already know the match result is determined when you enter the match engine, its done, you're just watching a fun replay. The ME changes the result when do you things like, sub, or shouts etc, and recalcs the game again. 

    I understand that, but the way I view "seeds" is like presets. 

    It calculates the match based on many different things, but those different things don't necessarily always effect the match in the same way. I gave my examples (decision making, concentration attributes). Those might not always effect a player in the same way. So even if there are "seeds", there are more seeds than you can think of that are being calculated for the match. And when you make a change, "the seed" completely changes.

    The way I understood your comment is like it's a simple randomizer that generates a seed which determines the outcome of the match, when in fact it's way more complicated than that. 

  15. I hate to be that guy, but maybe it really is your tactics (among a dozen of other things that could impact your results).

    My results haven't suddenly changed post update, because I've made a tactic that makes sense, regardless of the ME it's played on. In fact, nothing has changed at all for me (at least I didn't notice anything). 

     

    Balls over the top/through balls have been a thing since day 1 of the beta. It's not suddenly a new thing introduced by this patch.

     

    I'm not saying nothing has changed, maybe something did in fact change. But you have to point out what it is, instead of just saying "I'm losing matches now". Or alternatively, submit a bug report, and let the SI find out what the issue is.

     

     

  16. 1 hour ago, SeaCarrot said:

    In order for a match to produce different results when simulating through it after save scumming for example, there needs to be a number randomiser run. Else every reload before a match would produce the exact same match outcome if you simulated it. 

    But football doesn't work that way. Football is inherently random, you won't get the exact same things happening in each match.

    Maybe if a player had poor concentration, in one match he might have paid attention to what was going on around him at a certain moment, but in other game he didn't, so the opposing team scored. Or if player's decision making was poor, so the opposition exploited that bad decision. 
     

     

    There are so many variables, that you cannot simply say there's a "number randomizer" or that matches use a "different seed". No match plays the same, but not because of a pre-determined thing.

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