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diLLa88

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Posts posted by diLLa88

  1. 5 minutes ago, Fieldsy said:

    Just my thoughts....

    I think the most disappointing thing through the last 2 days is the silence from SI.  Previous posts have suggested more transparency but to have a patch called 'data update' and no match engine changes without any reasoning why just makes me think 'they don't care'.  I'm not necessarily SI don't care but that is the perception the past 48 hours has given.   All it has caused is frustration and anger.

    I would have had more respect if SI had come out to either say 'we are happy with the current match engine and wont be making any changes' - at least that gives clarity as to how they think about THIER game and we can make a choice of continuing to play or leave it.

    Or, that we have now focused all our attention onto FM25 with getting that right and therefore the final match engine changes for FM24 was the December update.

    Whether people would have been happy about either of those statements is unknown but at least they would have said something......

    Data updates are relevant for FM25, so might as well include them as a patch in FM24 to keep us "happy" I'm sure. Match engine updates are worthless for FM25, so no efforts put into that I assume.

  2. 30 minutes ago, Rodrigogc said:

    But this is realistic as well. The way FM simulates a season is quite good actually, there are many examples in real life of great Teams getting complacent and the manager can't do anything apart from changing players and expect the new ones are hungrier to win. 

    In Brazil it happens a lot that big teams keep players that have won trophies before and complacency is installed in a way that not even a great manager is capable of making them perform properly. Sometimes the only way out is to change half the team, which few clubs have the courage to do.

    The reason why Real Madrid is so successful in football is that they know how to manage this like anyone else. Sometimes they even get rid players before complacency kicks in, like selling Benzema, Casemiro, even though they were not starting to perform poorly. In Benzemas case, he was gone right after his best season. How many clubs do this ?

    In FM sometimes when we are winning too much, we don't pay much attention to morale, complacency, and the game takes this into consideration, stacking up bad decisions along the way (not doing anything in a winning streak is a bad decision, since you have to check players complacency) and eventually you will lose. 

    Sure it's realistic, but the game does not always communicate well to the player what goes on in the game and the bad interaction system does not really help either.

    In games, generally the players do not like to feel helpless and that is something you sometimes feel in this game whenever you have one of those games where nothing seems to work whatever you do.

  3. 1 hour ago, XaW said:

    SI have explained how the game works (on a higher level anyway, as I'm sure they don't want to give out trade secrets), but I'll paraphrase here, but I think it's mostly correct:

    After both managers have decided their tactics and selection and pressed "Submit team" and you see the preview of the game, at that point the game (not the opponent AI!) knows what will happen in the game, this needs to be done to know when to show highlights to the user based on their preference. So at this point the final score is known to the game, and a lot of factors are set in stone, morale, fitness, weather, attribute variations based on big games/consistency etc. And the game starts to play as it is supposed to. Let's call this STATE A.

    HOWEVER, if either manager makes any tactical changes, subs, shouts, etc. The game will from the point it is put in effect, recalculate the rest of the game. This is STATE B. If there is another change later on, the game is once again recalculated from that point to the end, STATE C. And so on for any future changes.

    So what can we take from this? Well, if no manager made any changes, the end result will be STATE A. Let's say 3-0 to the home side.

    However, at 1-0 to the home side, the away side made changes to counter it, and the new end state is then STATE B. Le's say 1-1.

    Even later, the home side made a new change to counter the counter, and then we have STATE C, which is a 3-1 win to the home side.

    Of course, this is simplifying it, but I think you understand it. Now, how can we know this for sure, other than taking the developers words as true? Well, there is a bug that can happen sometimes in online saves, where two players see different things happen in the same match, so player A sees it being a 2-0 win, while player B sees a 2-2 draw, but when the game returns from the match, the result is 2-2 as player B saw and player A is unhappy. How can this happen? Well, this is a bug called match deviation, where on an online save the recalculation is not done for the non-hosts for some reason. It's quite rare if I understand it correctly, but it can happen. And it demonstrates how changes in matches actually have an effect on what happens. That' s not to say that EVERY change a manager makes will change the scoreline, but it will trigger a recalculation of the rest of the match to match the new variables set.

    I will say again, I don't have any inside knowledge of this, I'm not employed by SI, nor have they given me a detailed description, this is just what I've summarized from read this forum over the years, so take it with a small grain of salt, but I still think the overall explanation is good enough.

    Makes sense.

    This does however not consider that State A could be heavily influenced negatively against the player due to previous overperformance to make the game more "challenging", where no matter how much you change it to State B or C with tactical adjustment it will still be a loss for you because it's just so much skewed towards a positive AI result changes cannot heavily impact it anymore.

    Not saying it's that case, but it does sometimes feel that no matter what you do a result is set in stone which is what the previous comments refer to.

  4. On 21/12/2023 at 21:33, cmonreds said:

    Any PI's for the LB or AML? In the 2-2 version with CBW he often formed a 4 in the attack, the doubling up on players on his flank often gave him space to move into. I briefly tested Cross from byline / Cut inside for the CWB and that was very promising. It is possible to add PI's as cross more, cross centre to further tailor the CWB's delivery from wide dependant on the opposition weaknesses/strengths and own teams weaknesses/strengths. A few such small tweaks can be effective and a way for improving chance creation.

    Cross more often for the LB

    Sit Narrower for the AML

    Have also added cross to near post to both as I want low crosses at near post in general due to lack of aerial strength in squad.

  5. 11 hours ago, cmonreds said:

    Looks good, how often do you reap the rewards of your left flank by creating chances / assists ?

    Quite a lot. Both my LB and AML are fast with decent crossing attributes and are left footers with a decent right foot. The AML is 50/50 on goals and assists and most assists are low crosses to the ST or one of the CM's and also the occassional cross to the AMR. The goals are mostly through solo dribbles and cutting inside.

    The LB does more crosses through the air to the ST or AMR. I would like to have a striker who is a bit stronger in the air as I notice that I lose a lot of opportunities there. 

  6. 2 hours ago, jc577 said:

    Like the look of this a lot, I can imagine it creates good movement all over the pitch. How does the AP interact with the CM-A? Also, how do you find the shift in the backline as you have the IFB on the opposite side to the Libero?

    63f1ef8f4dbb4e4ddd6bae778b991a23.jpg

    This is generally how build up looks like, with the blue circles being the defenders, orange midfield, green wingers and red striker.

    Hilgers moves from DCR to DCL in build up, and Timber moves from DR to DCR. Hato moves up to DMCL while Mannsverk moves from DMC to DMCR.

    There is a lot of movement, which opens up spaces all over the pitch.

    The CM-A arrives in the box, so the AP sometimes lays-off or makes forward dribbles (I did give the AP some winger instructions to make him less static).

    Another variant is where I put the AP on support role and change the CM-A to mezzala. This also makes some fun interactions where they switch around their positions quite often with the mezzala ending on the wing and the AP more central.

  7. 39 minutes ago, jc577 said:

    Amazing thread mate, love the tactical detail and musings as you look to perfect the system. I'm definitely a huge fan of the 2-2 box, and as you've shown there's loads of variations to it. I think the 5-5 split (3-2 rest defence) can work well of course, especially with top teams as it's more reliant on individual qualitative superiority (attacking players winning their 1v1's) but a 2-2 box gives you essentially a 'free' player to support wherever required. 

    I've been thinking lately about a 2-3 rest defence of sorts, but with a player within that '3' able to support attacks when needed, again forming that 2-2. One variation in a 433 is having both CM's consistently join the front line, and then the DM is supported by a Libero & IWB (IWB has license to attack). 

    Another option could be to have one CM stay back, have the Libero step up again to make the three, and now you can perhaps have an aggressive wingback as the extra attacker, with the IW-S coming in very narrow. Lots of options!

    Looking forward to more, great work so far :D

    6a5e0f43ad8bf3774246fd6c2c9e3f77.png

    I'm currently working with this, which has some parallels with the OP's tactic, although my approach is a bit more direct instead of purely possession based.

    In possession, Timber and Hilgers form the back 2, with Hato and Mannsverk directly in front of them, which creates a 2-2 box there. Jetten is the one who will move up during build up and will move from a 2-3 setup to 2-2 with him supporting Borges on the wing.

    Darvich on the wing as an AP drops deeper than Borges, which works well due to the lack of support by Timber far up the pitch. Timber and Darvich do however connect a lot during the early stage of the build up. In the opposition area Sforza will be the one supporting him.

  8. 14 hours ago, cmonreds said:

    Yes and for the tactic to be solid and creating more chances, some of those ways has to been used, it is a question of finding a solution which acchieves possession as well as defensive and offensive capacity.

    One thing I would try personally is to have the DLF on attack so he at least moves into threatening positions a bit more often. In addition I would put one of the two CM's on attack duty so he makes more runs into the box.

    These are minor changes and should not overly change the theme of the tactic, but it should allow a bit more threat in the box for the IW's to provide to.

  9. On 13/12/2023 at 01:04, Freakiie said:

    Uhmm AI? You alright there?

    image.thumb.png.ca3477cfa9428fc29a5e42b7371d13ed.png

    Yes, that's a €55m BONUS for winning the Serie A on a loan without an actual buy option, for a 20 year old that's like their 5th choice at DM. I hope for Lazio they don't win the title this season.

    Could be worse :lol:, €49.5 million to pay when qualifying for the Europa League as Man Utd:

    ad23cc134f298ef54cb812e7893b73d6.png

    754893cf05d97c6e183ad251996b99de.png

     

  10. 13 minutes ago, Weller1980 said:

    What makes this more annoying is that FM24 was supposed to be the most polished, bug free version ever. I've got to stop believing the marketing!

    I worry for FM25 it has the potential to be the mother of all giant bugs. 

    So much this. I was hyped for FM24 as the headline features completely covered all the major issues I had with the prior versions. I actually believed they finally understood what has been wrong in the past editions for so long.

    Only for them to completely butcher it and not fulfill any of their promises and having to wait for an eternity to get even the simplest fixes to the game, nevermind the major issues currently present.

    I have ZERO faith that FM25 will be anything good at this point.

    Edit: The only saving grace that makes FM24 somewhat enjoyable at times is that the match engine has gotten much better to watch.

  11. 3 minutes ago, Jimbokav1971 said:

    I'm seeing some phenomenal youth players produced and developed by the AI in Colombia, (in 2034). 

    Maybe I'm seeing it and others aren't because I've gone further into the game and there are less real players around?

    Quite possible, and I can also imagine that clubs in Colombia make less transfers in general?

    I'm playing in the Netherlands, and my rivals PSV, Feyenoord and AZ have a nearly fully bought first squad and hardly any own youth. I have manually boosted most 21-23 year olds with high PA to around 125-130 CA so they will be considered now for the first team, without my interference they would remain around 115 by the age of 23 and wouldn't ever even make the bench, never mind getting any sub time.

    Players that in real life this season are already making minutes have hardly made any minutes in game halfway through season 4.

  12. 15 minutes ago, Jimbokav1971 said:

    I don't come into GQ very often anymore and in my experience I think the game is brilliant. I don't think everyone is seeing the same mistakes at all and I wonder if you, (not you personally but the wider you), look for them in the game once you become aware of them after reading about it in here. 

    I noticed the GK injury issue early on, but to be honest I think that was an effort to fix the problem from previous issues of the game where a GK would never get injured during a match, and even with 12 subs I still wouldn't put a GK on the bench because you were never going to need him, (and by never I mean not once in 50+ seasons over the last few issues of the game). I maybe thought that the balance wasn't quite right at the start of the game, (too many hand impact injuries), but neither was it right before and neither is it right now, (after it has been fixed), because it appears at this stage that it has just reverted to the old extreme where GK's are never injured. 

    With regards to the point you make about "AI managers making minimal subs", here is what is happening in AI managed teams playing against my team this season. 

    5 subs used.
    3 subs used.
    3 subs used.
    0 subs used.
    4 subs used.
    1 sub used.
    5 subs used.
    1 sub used.
    4 subs used.
    3 subs used.
    5 subs used.
    3 subs used. 
    3 subs used.
    3 subs used.
    4 subs used.
    3 subs used. 

    I could go on and on for the rest of this season, but I think it's fair to say that that's a reflection of what I'm seeing in my game. 

    In comparison to real life, it's not so easy to compare like for like, (because I'm playing in Colombia), but if I look at the lowest Team in the lowest league in England (within which 5 subs are allowed during 3 different stoppages, as is the case in Colombia), which is Sutton Utd, then while both them and the opposition start the season making 5 subs in each game, it soon drops to less than that.

    Even as early as the 3rd game of the season, (Sutton v Gillingham), saw neither side use all 5 subs. 
    Moving on from that, Sutton often used 4 subs, but the opposition more usually made only 3 subs. 
    In the 8th game of the season, Sutton's opposition (Accrington), made only 2 subs.
    In the 9th game of the season, Sutton's opposition (MK Dons), made only 2 subs. 
    In the 11th game of the season, Sutton's opposition (Salford), made only 2 subs. 
    In the 13th game of the season, (against Doncaster), Sutton themselves made only 2 subs. 

    All I've done here is compare my experience in the game to a random club of my choosing in a random league of my choosing that has the same sub rules and information that is easily accessible to me. 

    The suggestion I'm making is that subs used by the AI seems to be relatively similar to that used by the 1 team I've looked at, (although I should add that my game date is now 2034). 

    I appreciate that I've only looked 16 of my games but as a snapshot it seems reasonable doesn't it? 

    That being said, I've reported quite a few bugs myself, but nothing game-breaking like we used to see in the past. In my experience it's hugely more stable, (even as a Beta), than the old games used to be. I'm still playing my Beta save by the way. 
     

    Have you checked in which minute the subs are used? I wouldn't count anything beyond 80th minute since those hardly contribute to the development of these players.

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