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Posts posted by DementedHammer
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I'm still trying to keep my feet on the ground until I see it for myself with my own tactics, as that announcement will inevitably have been through a marketing / PR person who'll have added their own sugar to it - that's just how this sort of announcement works in my experience, and no disrespect is intended towards SI.
That said, even if there are lots of small improvements in the areas mentioned, it could lead to a much better match engine experience overall, even if each improvement isn't quite as glorious as first imagined.
There is a lot to be positive about. I just hope people don't expect too much and then react negatively to small but definite improvements.
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My first thought was exactly as described above: retrain Conte into a centre back
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We've been over this repeatedly. The best advice I can give regarding PA and CA is just don't look at it. It's not something that the player is supposed to be aware of in absolute terms.
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- Popular Post
5 hours ago, Impacto said:It's not just that....
Thanks for filling me in on your standpoint.
We're broadly in agreement.
I'd also like it when joining a new team that the attributes would be gradually unmasked, rather than walking in the door and suddenly having full knowledge of all players, reserves and youth players.
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I exclusively play in the lower leagues. (I think I'm currently in the ninth tier.)
I personally don't think that FM scales that well to the lowest divisions. I've found that it is possible to play most styles even in the lowest leagues possible with 1CA players in the first team.
Theres two things to keep in mind:
1. The ratings are relative to professional footballers, so even a low score for an attribute doesn't mean the player can't execute that skill to some degree. In FM19 I was able to play successful possession football in a team where the average passing ability in the team was probably around 6 or 7 out of 20.
2. The biggest difference between lower league players and upper league players (in my opinion) is that the upper league players are better all-rounders. At the lower league level, some players are still pretty good but only in one or two areas. The trick is to come up with a system that gets the best out of each player's strengths, but is still a cohesive system overall.
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52 minutes ago, Impacto said:
Yes, there is an option to mask attributes, but that doesn't work very well IMO
Out of interest, what part don't you think works well?
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1 hour ago, kingking said:
In particular, Icons are very efficient way to compress complex information and communicate complex ideas efficiently for example GREEN = GOOD, YELLOW = OK, RED = BAD.
As long as the colours are configurable. Otherwise a red-green colourblind player won't have a clue what's going on.
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If you think that we're on the old side here, you should see the average age of motorcyclists these days. I'm in my early 40s, and most motorcycling events that I attend, I'm comfortably the youngest person there.
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A simple solution might be just to change the visible attribute scale from 20 to 10 or maybe even 5. Then you can still see differences between players, but it isn't as fine-grained. You could perhaps even replace the actual numbers with the star system. (Not that I'd want that personally. I'd prefer the colour system mentioned above - but it would have to be configurable to account for the 7% or so of colourblind users.)
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If you replay the same game multiple times, and leave everything else unchanged, there will be different results each time because the seed used to determine the random numbers will be different each time. It only takes one pass, shot or tackle, early in the match to have a slightly different outcome for all subsequent events to be completely different. For example, a corner vs a goal kick in the first minute of a match would completely alter all events that followed it.
If the seed was kept the same, and everything else was left unchanged, the result would be identical each time the game was replayed, but this would lead to people complaining about the game being scripted. In this particular case, SI can't win either way.
The trick is not to replay the games.
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Thanks. The updated UI has resolved my issue.
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7 hours ago, Freakiie said:
I mean... why not both? Shouldn't be too much effort to have a thread/post here on the forums that collects the snippets posted on Twitter. Most of them do get reposted in the new feature thread, but they can easily get drowned out by all the other spam in there.
I agree. As someone that avoids social media like the plague (this site is one of the few that I've signed up to) it would be great to find the information also available somewhere less noisy than Twitter.
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On 30/11/2019 at 00:17, forameuss said:
There was very brief chat about an API, although that may have been for FM LIve right around the time it started its death rattle.
It's a really untapped market, I believe. Maybe they're reluctant to hand over much control in that way, which is their perogative, but I think you could end up with some really great stuff.
With a cynic's hat on, perhaps they worry that people might build a "better" version of something that's in-game (better being subjective of course) so want to keep everything in-house. Who knows.
I'd love an API, even if it was a read-only one. There would be so many useful things that could be done with easy access to FM game data.
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If I remember rightly, Miles said that it was not something they were looking to do, as it would need an entirely new match engine to correctly simulate the women's game and the speed and physical attributes of female players.
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- Popular Post
- Popular Post
I understand where the OP is coming from (I think). I grew up in a world where there were dozens of football manager games available. In those times, probably mostly down to the technological limitations at the time, the match experience was no more important than any other part of the game, and you could fly through seasons at a million miles an hour. I still go back and play some of those games if I have a spare hour or two and I want to play though a couple of seasons and let my imagination run wild, filling in the blanks about how the games were won or lost.
However, I think that way too much water has passed under the bridge for FM to go back to that model now. Personally, FM as it is today, is the game that I wish I had back in the late 80s and early 90s. I used to play The Double back then because it involved players with multiple attributes and having to scout players to determine their attributes. But, there was only one formation and no tactics whatsoever.
When I discovered CM I was absolutely blown away by how detailed the game was, and I was drawn to the game by the level of detail and the micromanagement. It was about this time that I began to realise that many many different things combine to make a successful team, and the CM franchise was the only franchise that came close to replicating that.
I remember being ecstatic when the 2D match engine was first introduced, as it let me see how my tactics were actually played out and it gave me a whole new area to focus on, rather than just buying the best players and watching the results come in.
I fell in love with Fm06 and I played it for years, right up until finally switching to FM18. As much as I loved Fm06, and it will forever have a special place in my heart, it was very difficult to replicate many styles of football, and some modern formations just didn't really work.
I was blown away by the improvements in FM18 - I found the new roles and positions extremely easy to pick up and I was immediately able to reproduce different styles of football to get the best out of my players. From this point onwards, I started watching full matches, and now I couldn't play FM on any other detail level.
These days, I pretty much play as the manager. When I take over a team, I give the existing players at least half a season to prove themselves before looking to replace them and I try to find a system that gets the best out of the existing players. I rely on the scouts to find and suggest players to me. (although if a player plays well against me, I'll ask the scouts to take a look at them.) I'll make decisions based on feedback from my coaches and medical teams around the selection of players, but it is during the matches where I have to prove my worth.
I love watching the complete matches, analysing the turnovers and trying to spot things that I can do to try and turn the game in our favour. Where do we have numerical advantages? Why isn't my playmaker getting involved? What can I do to address it?
If FM went away from the current levels of realism and details in the match engine, it would be a very sad day for me. As much as the match engine isn't perfect, if someone else started from scratch making one, it would be many many years before it could be on par with the current FM match engine.
To me, FMs competetive advantage is their player scouting, their match engine and the level of micromanagement that a manager is able to do. The latter is the easiest for a competitor to reproduce. The match engine and the level of the scouting network is what makes FM truly unique and special.
Sorry about what turned into a super lengthy post.
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If I remember rightly, Paul Warhurst scored 12 goals in 12 games after moving up front when Sheffield Wednesday had an injury crisis. I remember thinking the manager was mad at the time, but it proved to be a masterstroke.
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To be fair to SI, outside of the match engine, two of the most common complaints on here are about frustrations with press conferences and player interactions, so I can see why they'd focus on them.
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That's something I can relate to. I've probably had 15+ hamstring tears since I first tore my one. I can barely sprint anymore without it going. It completely ruined me as I was a young pacy winger once.
There were many times I considered quitting playing due to my injuries.
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I always play super low league management. I'm currently managing in the Essex Senior League.
If I had to pick one attribute to build my team around at that level, I'd pick decisions. When most players in the division are poor at most things, having a team that consistently makes the most of what skills and opportunities they do have makes a massive difference.
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27 minutes ago, FlorianAlbert9 said:
That's impossible.
Pace cost a lot of CA points, so a player with 13 in pace cannot have 1CA and he for sure is one of the best (if not the best by far) in the lowest league
I know it to be true. I was working on my 11 tier NZ league editor file at the time, so I was keeping a very close eye on the attribute differences between divisions.
At the time I was disappointed, as I was hoping a 1CA player would have been worse than that particular player was, so that there would be even worse players in the lower divisions.
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The importance of CA and PA is massively overrated by some people in my opinion. Now, granted I play as far down the leagues as possible, but one of my most effective players in FM19 was a winger with a CA and PA of 1 out of 200. He was reasonably pacy (around 13 for pace and acceleration), and had reasonable crossing (Maybe 9 or so). The rest of his attributes were very poor, but that was all he needed to beat his man several times a game and get a decent cross in that my target man was able to take advantage of.
Another example I can think of was an anchorman that, on paper, would have looked terrible. He could mark and tackle well, and had reasonable anticipation and concentration. The rest of his attributes were abysmal, but he was an absolute rock for me, as all he was expected to do was to protect the defence, win the ball and play a short simple pass off to a more talented player.
With the right attributes, and in the right system, you can definitely get a lot out of a supposedly inferior player. The trick is having a system that plays to their strengths and doesn't expose their weaknesses.
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1 hour ago, Pav_Makarov said:
This is an amazing idea about players having interviews and generally speaking up in media. You should really post this in suggestions
This makes perfect sense. Especially as the players already have a media/dealing with media personality.
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When this system was first devised we included a number of gestures that (at the time) were completely normal, but now aren’t part of daily life – one perfect example being ‘shake hands’ as a greeting. In game, we have changed that one to ‘elbow bump’, which seems to be the most used tactic to avoid hand shaking at the moment. However, I’m aware that that goes against our ‘trying to be Covid free, whilst not completely ripping up the real football world’ policy.
So, we’re throwing this open to a vote. A simple two choice vote between ‘Normal gestures’ or ‘Covid safe gestures’ (so that no one can vote for Handy McHandshake). You can find the vote on my Twitter feed (@milessi) and it will be active for seven days, after which time that is the final decision made.
@Neil BrockI don't have Twitter, so I can't vote in your poll. But my preference would be neither: I'd much prefer it to be generic, so you can imagine the correct greeting based on the culture that you're playing in: If you're managing in the UK, you can imagine a handshake. If you're managing in Thailand, you can imagine a wai, and so on. Otherwise, in my opinion, there's too many cultural variants that you have to take into account and plan for.
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2 hours ago, Baodan said:
Leader as in team captain? Why would he need to be strong technically?
I was thinking the same thing. There's three or four guys in my team alone who would fit that description.
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Football Manager 2021 - Out November 24th
in Football Manager General Discussion
Posted
Haha, I sometimes wish I was!