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y0lo

Members+
  • Content Count

    75
  • Joined

Community Reputation

30 "Frankly, my dear, I don't give a damn"

About y0lo

  • Rank
    Amateur

Favourite Team

  • Favourite Team
    Beşiktaş

Currently Managing

  • Currently Managing
    AZ

Recent Profile Visitors

552 profile views
  1. I noticed a new update, almost 1GB, maybe happened within the last month. I'm not wanting to update without knowing the changes. Is there any news or discussion anywhere of this update? ...Why things have to be so secretive and hard to find out?
  2. Is there a way to remove the role/duty circle icons from tactics view? (i.e. the green/yellow/red circles) From both the shape and selection areas Is there a file that can be extracted and edited via Resource Archiver?
  3. Right now we can only see goalkeeper clean sheets. In line with clean sheet bonuses for defenders, and as clean sheets are often responsibility for the whole defensive unit, perhaps allow a column be added to Statistics next to Appearances, Goals etc. for Clean Sheets.
  4. Basically the balance of the database is unrealistic Either PL teams are overrated or everyone else is underrated. Especially important is the example of clubs from smaller nations in qualifying. For this reason I spend a good amount of time addressing this balance in the database by decreasing the attributes of overrated PL players and raising some of the CA/PA of smaller european clubs, leaving a more balanced and less predictable game.
  5. After reading some threads it isn't so clear to me. My previous understanding is that DRIBBLING represents dribbling accuracy and error % when dribbling. PACE is top speed (over longer distance) ACCELERATION is burst speed (over short distance) However after reading some threads I am not sure this is correct. Alternative explanation: ACCELERATION represents speed taken to reach full PACE DRIBBLING primarily represents speed with the ball. Q: A player is dribbling a ball. Does a player with 8 pace and 8 acceleration but 15 dribbling, move faster, slower or the same spe
  6. Nice job, that one looks good. Do you know where they source the faces from?
  7. Too much direct passing despite Cautious and Patient instructions. Balance issue needs readressing.
  8. When you face an AI opponent you are playing a game. Card games use strategy. And I'm not sure how you get to a card and puzzle game analogy from speaking about difficulty templates. The game itself is numbers and code based and built around interaction between variables, some which are adjusted version to version. Taking a few of these variables and tweaking them to create 2 or 3 different difficulty sets isn't a big deal at all. I can play chess against an easy AI or an almost impossible AI, I still have to use strategy and the game is still chess.
  9. I have to disagree entirely. The game is a long, long way from actually simulating a reality unlike something like a racing simulator where you can actually use a lot of technology to get very close to realism (racing wheels/pedals/gearbox, feedback systems, seats with suspension feel, VR headsets). I wouldn't consider the current difficulty is realistic in terms of how difficult it would be to actually be a manager in real life - it is stupid to even consider since the difference is so big between actually being a football manager and playing FM. It is a simulation game. Primarily a game.
  10. 1. Two or three difficulty settings 2. Some ways to improve AI difficulty Most AI do not rotate well enough. I think a large part of winning can come from having a much fitter team. So either you decrease the effect matches have on condition or make AI use smart rotation (e.g. field a weakened side before a bigger game in a few days - use opponent reputation variable). Smarter substittions too - perhaps you want a few key players in before the big game, but allow the AI to sub them off after 45/60 minutes to save condition. Also do not allow AI to always fill a completely weakened si
  11. On game difficulty: Just won Eredivise and Europa League with AZ in first season. Did not lose a game in the league. I would consider myself a good player with a lot of experience. I understand also people are struggling and it is not easy for everyone. So i think it is a good idea for SI to create 2 or 3 difficulty settings. Some ways to improve AI difficulty Most AI do not rotate well enough. I think a large part of winning can come from having a much fitter team. So either you decrease the effect matches have on condition or make AI use smart rotation (e.g. field a weaken
  12. Just won Eredivise and Europa League with AZ in first season. Did not lose a game in the league. I would consider myself a good player with a lot of experience. I understand also people are struggling and it is not easy for everyone. So i think it is a good idea for SI to create 2 or 3 difficulty settings. Some ways to improve AI Most AI do not rotate well enough. I think a large part of winning can come from having a much fitter team. So either you decrease the effect matches have on condition or make AI use smart rotation (e.g. field a weakened side before a bigger game in a
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