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y0lo

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About y0lo

  • Rank
    Amateur

Favourite Team

  • Favourite Team
    Beşiktaş

Currently Managing

  • Currently Managing
    AZ

Recent Profile Visitors

420 profile views
  1. 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?
  2. 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.
  3. 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.
  4. 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 speed (on the ball) than someone with 15 pace, 15 acceleration and 8 dribbling. Q: If Acceleration represents speed taken to real full Pace, why is it rare to see 17 Acceleration and 8 Pace? Q: Are Acceleration and Pace independent or are both attributes tied together?
  5. Nice job, that one looks good. Do you know where they source the faces from?
  6. Too much direct passing despite Cautious and Patient instructions. Balance issue needs readressing.
  7. 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.
  8. 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. The capability exists to make this game easier or harder based on variables so having different difficulty templates is not such a big ask, this way you can please the best players and the worst.
  9. 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 side - leave some first team players in. Get AI managers to time waste more to close out victories, sometimes bring on more defensive players etc. Same for when losing. Squad building is improving a bit, but still could be better. I find a lot of AI do not reinvest money from selling their best players. Ajax were completely drained in my game and have bought no one. I think it should be harder for teams to sell all their best players in one season unless they are in financial difficulty. I also think the hidden personality attribute Loyalty needs to be buffed and have stronger effect so that 'Reputation' does not weigh so heavily. I think in real life managers are also more flexible than made out in the game - they also can often change formation to suit the players they have. Every version there are many managers who have different favoured formations to other versions. So it would also help AI squad building to be more open minded with the formations they use.. As you see with many managers including Pep - their footall style evolves and changes. To help adjustments to shape you can allow faster training of players in positions that are similar and based on stats e.g. allow a left winger with good tackling, marking, positioning to be trained faster as a left wing back or left back. Allow a left winger to be trained more easily as a right winger. All players should be easy or hard to train in new positions based on i) versatility stat (as used) and ii) calculate 'role suitability' attributes for different positions - e.g. a right back with highly suitable 'deep lying play maker' or 'defensive midfielder' ROLE attributes can be MUCH more easily trained as central midfielder (Lahm/Kimmich/Fabinho) ~ with the variable of versatility making this easier. This means versatility should probably be buffed (e.g. 10 versatility can be weighted a bit higher) and the COST of a new position to CA should be lower.
  10. 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 weakened side before a bigger game in a few days - use opponent reputation variable). Smarter subs 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 side, leave some first team players in. Get AI managers to time waste more to close out victories, sometimes bring on more defensive players etc. Same for when losing. Squad building is improving a bit, but still could be better. I find a lot of AI do not reinvest money from selling their best players. Ajax were completely drained in my game and have bought no one. I think it should be harder for teams to sell all their best players in one season unless they are in financial difficulty. Also - young players and joining the biggest teams... depending on their CURRENT ABLITY (and maybe professionalism) you can SOME players not interested/REJECT teams with higher reputation if they believe "I would be better off staying at my club for development" OR "I would be better off joining this lower reptuation side in order to further my development" or clubs that place them as 'Hot Prospect' over 'Rotation' or 'First Team' (I understand this already happens, but I still think reputation is too big of a weighting). I also think the hidden personality attribute Loyalty needs to be buffed and have stronger effect so that 'Reputation' does not weigh so heavily. I think in real life managers are also more flexible than made out in the game - they also can often change formation to suit the players they have. Every version there are many managers who have different favoured formations to other versions. So it would also help AI squad building to be more open minded with the formations they use.. As you see with many managers including Pep - their footall style evolves and changes. To help adjustments to shape you can allow faster training of players in positions that are similar and based on stats e.g. allow a left winger with good tackling, marking, positioning to be trained faster as a left wing back or left back. Allow a left winger to be trained more easily as a right winger. All players should be easy or hard to train in new positions based on i) versatility stat (as used) and ii) calculate 'role suitability' attributes for different positions - e.g. a right back with highly suitable 'deep lying play maker' or 'defensive midfielder' ROLE attributes can be MUCH more easily trained as central midfielder (Lahm/Kimmich/Fabinho) ~ with the variable of versatility making this easier. This means versatility should probably be buffed (e.g. 10 versatility can be weighted a bit higher) and the COST of a new position to CA should be lower. Likewise - players retain core natural positions, but additional positions can perhaps lose attribute points if they are not trained or played in these 'un-natural' positions over a longer period of time - this can also help with CA weighting.
  11. 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 few days. Use opponent reputation variable). Smarter subs 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 side: leave some first team players in. Get AI managers to time waste more to close out victories, sometimes bring on more defensive players etc. Same for when losing. Squad building is improving a bit, but still could be better. Ajax were completely drained in my game and have bought no one. I think it should be harder for teams to sell all their best players in one season unless they are in financial difficulty. Also - young players and joining the biggest teams... depending on their CURRENT ABLITY (and maybe professionalism) you can SOME players not interested/REJECT teams with higher reputation if they believe "I would be better off staying at my club for development" OR "I would be better off joining this lower reptuation side in order to further my development" or clubs that place them as 'Hot Prospect' over 'Rotation' or 'First Team'. I also think the hidden personality attribute Loyalty needs to be buffed and have stronger effect so that 'Reputation' does not weigh so heavily. I think in real life managers are more flexible than made out in game. They often change formation to suit the players they have. Every version there are many managers who have different favoured formations to other versions. So it would also help AI squad building to be more open minded with the formations they use. As you see with many managers including Pep - their footall style evolves and changes. To help adjustments to shape you can allow faster training of players in positions that are similar and based on stats: e.g. allow a left winger with good tackling, marking, positioning to be trained faster as a left wing back or left back. Allow a left winger to be trained more easily as a right winger. All players should be easy or hard to train in new positions based on i) versatility stat (as used) and ii) calculate 'role suitability' attributes for different positions - e.g. a right back with highly suitable 'deep lying play maker' or 'defensive midfielder' ROLE attributes can be MUCH more easily trained as central midfielder (Lahm/Kimmich/Fabinho) with the variable of versatility making this easier. This means versatility should probably be buffed (e.g. 10 versatility can be weighted as 14/15 in its current terms) and the COST of a new position to CA should be lower. Likewise, allow players to retain their core natural positions, but lose attribute points in additional positions if they are never played + trained in that position.
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