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Posts posted by DementedHammer
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I can't answer the question directly. But what I do know is that 1 represents the minimum level of proficiency that you'd find in a professional footballer. So, a 1 is still pretty damn good compared with your average Sunday league player. With that in mind, there isn't likely to be a massive difference between similar attribute ratings.
Beyond that, how the ratings are calculated, and whether they are linear increments or otherwise is beyond my personal knowledge.
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I'd also say pre-season, with the caveat that it is important to play a range of teams of different strengths, to ensure that the tactic is robust. Since teams are less likely to change things up massively to chase or preserve a result in a friendly, it is important to ensure that the tactic works acceptably across those situations, as best as you can.
At the very least, I'd suggest playing teams of a similar strength to those that you will encounter once the league kicks off.
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One thing that I said on day one of the new tactics creator being released in its current form was that, it would be nice if there was the ability to load and save our own roles. I'm not against the existing roles, and I think they are a massive improvement over the old slider system, especially if I want to make tweaks mid-match.
However, it would be incredibly useful to be able to save our own roles, and have them show up in the role selection lists. (Even if the custom roles were based on an existing role within the game, it would still be useful to be able to tweak them slightly and save them for future use.)
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I created a club in the editor that had a low reputation, but high CA players for the division that it was in, and we were frequently the favourites for the matches that we played. So, player ability (or maybe the reputation of the players) also appears to be factored in to the calculation.
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Sorry to hijack this thread slightly, but the below image has made me wonder whether a skin exists that has background colours on the attributes, like below, but no attribute numbers displayed? (So, you'd see coloured rectangles next to the attribute, and know the attribute was in a certain range, but wouldn't know the exact attribute value.)
I think that would be a really interesting middle ground between having all of the attributes available, and having none at all. I'd definitely be interested in playing in such a middle ground.
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Last night, I had one of the most bizarre games that I've had in many a season.
We were 1-0 down, when my fullback literally stopped playing to protest about something, whilst his man broke free and, now totally unmarked, had a simple finish to put us 2-0 down. What he was complaining about, I have no idea.
We pulled a goal back a couple of minutes later, and then equalized 10 seconds after halftime straight from the kick off. After that, we were on top for the remainder of the half.
In the 70th minute, the opposition had a goal kick. Their keeper kicked it long, and as it sailed over the midfielders, our central midfielder elbowed his opposite number who damn near flew a couple of metres. Instant red card. He's lucky he wasn't arrested!
After that, the game petered out to a 2-2 draw. Which was fine by me. The opposition didn't really push for a winner either and, if anything, we were still the more dangerous side, although we gradually shut up shop as the minutes progressed and safely saw the game out.
This game brought back memories of CM01-02 where I had a guy sent off for a headbutt, and FM06, where I had a goalkeeper pick up a back pass and give away an indirect free kick pretty much on the goal line.
I love playing with level 10 teams with fake players. So many weird and unexpected things happen every now and again.
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Decisions and determination.
Although, as @enigmatic said, I'd consider all of the attributes, plus the PPMs, as the players might be able to play the same role, but in slightly different ways, based on their PPMs and other attributes.
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I'm the same. It makes progress very slow, but it's the only way I can play, or I feel like I'm missing out. I'm currently three games into my first season on FM22, after a couple of hundred hours of play time!
One unexpected side effect is that I get more out of the rest of the game, as if I've got a spare half an hour, I might focus on some area of the game like tweaking training schedules, organising mentoring groups, going through the medical centre, and so on.
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I just wrote something quickly in C# to automate the keyboard and the mouse clicks, and use the screen pixel colours to determine when to click the delete button or select a row of text. It wasn't particularly advanced, but it did the job and I woke up to an empty database with all persons deleted (except for a few retired players that seemed impossible to delete).
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There was no noticeable slow down. In fact, as I was deleting records from the database, the performance improved the more records I removed.
Let's say the difference was 5 minutes to delete 500 records vs 15 seconds.
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Silly question, but is there a way to view more than 500 search results at a time or is 500 a hard limit?
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I can confirm that not saving the file seems to resolve the issue. I've already caught up to my previous point.
I'll log a bug for the performance issue after saving when I get a spare moment, so that it can hopefully be resolved for FM 23.
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I'm experiencing the exact same issue trying to do the exact same thing. It has got to the point now where it is taking over 5 minutes to delete 500 records.
I've written an app to refresh the screen, select all records and delete them, so I'm letting it do its thing. But, I wouldn't be surprised to find it still deleting records in the morning.
I can try the suggestion above as a test and see if it solves the issue.
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I guess it depends what level you're playing at. In my level 10 save, I definitely wouldn't expect to know. Whereas, further up the pyramid, what you said may well indeed happen.
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I really should try that no attribute skin sometime. It sounds like a really good challenge.
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I've recently got back into a long term save with Penryn Athletic in the South West Peninsula Premier Division West (the 10th tier of the English league system). I chose that specific region as, although I haven't been back to the UK since I was 13, I do have fond memories of visiting that region as a kid. Also, as far as I can see, this region is not that highly represented in the higher echelons of the football pyramid. So, although I plan to play this game realistically, it would be good to stay in this region of the country if at all possible.
I chose Penryn Athletic specifically, as they are predicted to finish 17th out of 18th, which will make things a bit more challenging and will also be more suiting to my preferred tactical style. (More on that later).
I walked in the door at the start of preseason to find a team of mostly youth players. This was quite a change for me, as I usually like to fill my team with experienced old hands, and then add a sprinkling of athletic younger players who can do the more physical stuff and give the older players more space to play.
If I'd picked my best eleven, attribute wise, I would have pretty much fielded an entire team of 15 and 16 year old players. So, I spent the majority of pre season, not only sorting out my main tactic, but also, trying a lot of different combinations of players to try and add a bit of experience into my starting eleven. I even retrained my most influential player, in order to get him into the starting lineup. (Even with those accommodations, my first competitive match lined up with five sixteen year olds in the starting eleven and four more on the bench.)
Pre season involved a series of local friendlies, and a couple of 'glamour' fixtures against Weymouth and Torquay United. (In the latter, we got a man sent off in the first minute, were 2-0 down in the third minute, and ended up only losing 3-0 which I was happy enough with. We also lost the Weymouth game 3-0, which was also a good result, considering they are five divisions above us.)
As a player, I played mostly as a defensive winger (in FM role parlance), or as a wing back, which probably rubs off on my preferred tactical approach, which is a defense first counter attacking style of play. I'd far rather win 1-0 than 4-3. So, I set about preseason fine tuning a tactical style of play along those lines. To be fair, although that style of play is my preference, when joining a new team, I always try to come up with a system and style of play that I feel suits the players at the club. I like to give the existing players a chance before signing any replacements, so it is only fair that I give them the best possible chance to succeed and come up with a system that lets them play to their strengths. (This also keeps FM fresh and interesting, as I've played a whole heap of tactical systems over the years that I never would have tried otherwise.)
On the whole, pre season went really well. I could see my system playing out pretty much as I intended. Although, of course, I tweaked things along the way and tried out several minor variations. Our best performance was probably the 2-1 loss to Plymouth Marjon. We totally deserved to win. They got two late goals due to me changing my entire starting eleven. The main issue was that the backline wasn't really capable of playing the system that I asked of them, which was a good learning point — I've got enough depth in defence to play the way I envisage, but if I had a major injury crisis, or two games in a week, I might have to rethink my tactical approach.
We've just played our first match of the season, a 1-1 draw away against Callington Town, who were predicted to finish seventh.
The match started with them pouring forward and pinning us deep inside our half. But after the first five minutes or so, we started to absorb their pressure and hit them on the counter, as we had planned to. For the rest of the match, we looked the more likely team to score, until a nice through ball split us open and their striker scored with a cheeky lob. It was a quality goal for level ten. That said, I could see what they were trying to do from a couple of earlier attempted through balls, but I didn't have time to make the tactical change before they scored.
With nothing to lose, we poured forward and immediately equalised. After that, we shut up shop and saw the game out, happy to go home with a well earned point. I was very happy with what I saw in our first competitive fixture.
I know that the match engine isn't perfect, and nor is it likely to ever be. But for me personally, I really like how flexible it is in terms of being able to implement different tactical approaches. I always play full matches, and this match was a really interesting conflict of styles to watch. They really pinned us back on occasions, and played a lot of football in our half, but we also consistently broke and ran at their defence and created some good chances of our own. Up until their goal, we definitely looked the more likely team to score, and actually outshot them 12 (4 on target) to 10 (2 on target).
As my FM time is limited, and I play matches in full, there is unlikely to be much progress to report. But it is good to be playing again and getting back into what could well end up being a long term save.
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Edit:
I should add that, although the media prediction is 17th out of 18 teams, the board want us to finish mid table, so this could easily end up being a short tenure. Let's hope that I can keep them happy.4 -
I think that player would just about make the starting eleven of the level 10 team that I'm currently managing. I can see why he wouldn't get much game time in the Bundesliga.
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2D full matches with 3D director view for replays.
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9 hours ago, luka_zg said:
Just get an assistant with high mam management attribute and forget about it.
I don't know about anyone else, but this typo took my mind way off topic!
Back on topic: I've previously voiced concerns around how well some of the gestures translate to other regions and cultures, as different gestures can have very different meanings in some parts of the world.
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I went from FM06 to FM18. Although, there's a lot more depth to the game these days, I find it so much more intuitive than the older generations. Especially the new tactics system which no longer uses the incremental sliders of old. Although it takes a short while to learn all the player roles and what they do, it is much easier to make adjustments mid-match now that you don't have to modify 100 sliders independently.
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15 minutes ago, properdisco said:
Have you not run into the coaches immediately telling you your individual focus is a waste of time/resources and to stop doing it? I have stopped really doing individual focus training because all I get is that piece of advice and rarely ever any progress in the attributes. My main issue with the staff meetings really. It's not helping the staff feel more human because I still feel like they advise you into circles like a lot of things in the game still do. Coach thinks a guy needs to work on free kicks (I've only ever seen them suggest individual focus training for free kicks, penalties and corners. Nothing else.), the next month we should stop because he's not making any progress. Nobody gains anything, next month same advice and I just ignore it.
Glad you enjoy them but I find them quite annoying in their current state. I'm sure they'll improve but don't know why they promoted the feature so heavily when it's decorative at best and seemingly no work was done on the actual quality of staff advice.
I only set up the individual training yesterday and I haven't advanced the game day since that session. I have a software release at work this week, so it probably won't be until the weekend that I next get time for another session.
To date, I haven't found the feedback to be repetitive or contradicting. To be fair, at the rate that I progress through the game, I'd probably be less likely to notice it than other people.
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I think I've played enough now to post my own impression of the game. Personally, I think this is the best version of FM ever. For me, this is the version where a lot of different parts of the game have finally come together into a seamless whole that really adds to my experience.
I like all the little things that make the game immersive: The staff meetings actually makes it feel like my staff are real people with a purpose, and the advice that has been offered is actually useful for the most part. The changes in stamina make squad management much more important, which means I have to plan my lineups several games ahead when the fixture list gets congested and rely on the medical centre more when trying to manage my squad fitness and training schedules. The data hub actually makes data analysts useful — I thought that I'd be scared off by the quantity of information in there but they've done a great job of making it approachable. Finally, the dynamics, although not new to FM22, really add to the feeling that I am managing a real group of people with their own distinct personalities and social hierarchy.
When I join a club, I like to play with the existing players for a sustained period of time, and I like to come up with a system that gets the best out of the players already at the club rather than trying to shoehorn players into some kind of personally preferred footballing ethos. Recent versions of FM have made this approach much more doable and I have been able to get multiple systems of play and styles of football working how I envisage them. It's great to see my tactical vision come to fruition within the match engine.
I mostly play full matches on 2D with the highlights on Director mode. (I actually like the new match day UI although I know that others prefer the old interface.) Work, part time study, a young child, and my taste for watching full matches mean that my progress is slow. But I am really enjoying the game so far and there are lots of things that I can work on outside of the match day when I have a spare few minutes. Yesterday, I played for an hour at lunchtime reading each player's coach reports and setting up my individual player training focuses. There's lots of little things like that that I can sink my teeth into when I have a spare moment but not enough time to play a match.
I know that SI face the impossible task of trying to keep everybody happy and that, by its nature, the negative often drowns out the positive. However, for me at least, thank you SI. I think that FM22 is a cracking addition to my FM collection, and one that I can probably get stuck into for a very long period of time. I don't think that I've ever felt so positive about an FM game before. So far, I absolutely love it.
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Full matches in 2D, with replays in 3D. There wasn't really a suitable option for that so I didn't vote.
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On 04/12/2021 at 01:35, fc.cadoni said:
So, FM22 runs in Windows Server 2019?
Yeah. I actually set up a more modest cloud-based Windows Server 19 virtual to play with when I'm travelling (g4dn.xlarge). I haven't noticed any issues running FM on Server 19 when I've done so.
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Funny Screenshots Thread
in Football Manager General Discussion
Posted
I'd strongly suggest he has a word with Kurt Zouma before he starts swinging cats around in London.