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DementedHammer

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Posts posted by DementedHammer

  1. 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. 

  2. 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. 

  3. 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.) 

  4. 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.

  5. 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. 

  6. 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.

  7. 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. 

  8. 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. 

  9. 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. 

  10. Quote

    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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