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Dunatarh

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  1. I think it's just the visual impression caused by peculiarities of 2D match rendering where 'circles' (or whatever the community accepted term for 2D players is - I even met 'ladybirds') may 'seep' or 'ghost' through each other. But I guess this 'seeping' or 'ghosting' happens when certain calculations are made, like RNG (or whatever mechanics rules it in FM) decides that in that certain moment the attacker's value for breaking free is more than defender's marking value. 15-20 header goals is too much of course but also there's no 'always efficient' marking in football, especially for set pieces. To boost your defense against it, try to get taller central backs with good Marking and Heading, isn't it? My impression is that making the tactics system more complex and 'sophisticated', with player roles, shoutouts, philosophies and the like, made the game easier in both senses, i.e. more accessible and convenient (maybe) and more dabbler-friendly at the same time (for sure). I just see it now anywhere in gaming, not only in SI games. People want to win, and to win with no pain. Gone are the times of manuals of hundreds of pages and guidebooks. Games are pieces of art no more. They have to entertain, to please, to flatter. Everyone wants to be Guardiola, and now everyone can, just turn your smartphone/tablet on. And most people don't want to know deeper, and have no time for it. So there are fashionable colorful tags: raumdeuter, gegenpressing, transition phase, mixed marking... What is 'transition phase'? Nonsense. There are only two states of possession in football, these being either your team has the ball, or opponent's. What is 'mixed marking? Nonsense. There are only two types of marking, either you watch the man, or you watch the area. But Patreon bloggers have to write about something 'new' and 'fashionable'. And games have to offer 'new' and shiny things too, to sell good. People don't buy stale, they buy shiny. So I personally prefer games from that period of gaming industry when this 'chasing the shiny' trend was not so prominent to obscure the real things.
  2. I know. The weirder it looks. I even tried to replay the same matches in 2D and 3D, and in 2D they look and feel more natural, logical and realistic. Maybe, 'feel' is the key word though
  3. As for tactics mechanics and match engine of older FMs (let's broaden the scope to 2005-2012, until tablet GUI and tablet philosophy as a whole finally swallowed us, chewed up and spat out for good), after having done some testing I found FM2011 very coherent and convincing, balanced between simplicity/accessibility and depth/realism. And no enganches and raumdeuters and other empty words that give hipsters the illusion they know football and have control. FM2010 looks truly ugly and still has the players role-system newly implemented and underdeveloped, while FM2012 is also very ugly and seems to start going down the casual way the series keep going till now (maybe the reason for FM2012 lasting popularity phenomenon lurks somewhere around here...). And FM2011 GUI is still ergonomic and readable, and the default skin is may be the best of all FMs. And of course, I play matches in 2D only, 3D matches look and play awful, players act much dumber like blind cripples that often makes tactical gameplay rather useless.
  4. FM2008-2009 have the best GUI methinks. In every later version you are besieged and bombarded from all sides by megatons of excess information presented every time in more and more indigestible forms. FM2008-2009 have the last PC-friendly GUI. From then on, the tablet rectangular view comes to pester us. FM was always an Excel-game but since 2010 this growing Excel-ness began to kill the charm for me. Skins don't help much (the default ones are better as a rule), and it's not that skins being bad but about the form of presentation of information, the very layout of blocks, tabs, menus. And while 2010-2012 are bearable at least, from 2013 the things are irreversibly done tablet-way. The game now is cold and dead, and playing it is like copulating with robotic answer-machine (see Zelazny's 'Creatures of Light and Darkness').
  5. Another representative fact for me is the growing abundance of 'super-winning tactics' in the later FM iterations. Posts like 'Killer 4-4-2 for Gil Vicente, 5 championships and 5 UEFA CL cups (we beat Real Madrid five times 5:0 in every final!) in five years!' are aplenty now. I do deeply respect Gil Vicente but the grade of realism (in terms of the impact of tactics on season results) is steadily decreasing every year, despite SI efforts to make it more 'realistic'.
  6. I would be even more surprised if the term trequartista would be as cleanly and thoroughly understood by players around the rest of the world as it is understood by players in Italy.
  7. Talking about 'realism', I can't imagine a manager telling a player "John, now I want you to be a trequartista" or "a deep-lying playmaker" or something So these 'player roles' seem to be just the preset 'sets of sliders' anyway, just like a manager tells "John, now I want you to hold the ball more often as long as you can, looking for chances for more through balls" or "just look for Peter's head, he'll do the rest of the job" and so on.
  8. This exactly was ever my concern about FM games: in each next version they add some stuff that game AI seems to cope with harder and harder. It's like the same old discussion on 'simulation or videogame' topic. Being a fan of old-school CRPGs and strategy games I'm rather in 'videogame' camp. Trying to imitate reality and simulate the real life of a football manager as wholly as possible is a wrong way IMO. There must be a distance between me and game world, a level of abstraction. If I'd want to play real football I'd play real football as I did in my long past teen years. So I look at my FM team as at some kind of a bunch of RPG characters with attributes and skills (which they shall - with my help - develop), and I have to play some strategic/tactical real-time game of consequent battles by the rules of football. Yes, I do want some quantity and quality of realism level but only on the pitch. That's why I stick with older versions. The last FM I tried was FM2015, and it was just too overburdened and too inflated, just as FM2014 and all the 'modern' versions were.
  9. Quite a helpful link, Svenc, thanks. BTW, I may be wrong but isn't touchline instructions, shoutouts and the such just more convenient and easy-to-use presentation of measures to affect your team playing that had been already implemented in previous FM iterations? I mean am I not capable to change the same things in FM2006-2009 by pausing and messing with submenus, sliders and so on? The new GUI was the first change that drove me off the newer FMs. The second was the step-by-step introduction of plenty of 'non-football' things like opulent media interaction and other babbling. Yes, I do realize it is a major part of manager's work and the like but I just prefer the purist strategic/tactical gameplay of older versions where your players act 'like robots' There's a delicate sort of perverted pleasure to find out the best way to make them acting like that, finally having your tactics tuned up and working like clockwork.
  10. Hi to all, newbie here. Sorry in advance if I posted it in inappropriate forum section. I'm a fan of older (VERY older) versions of FM, namely from 2006 to 2009 (until a new fashionable GUI appeared, in fact). Still (paradoxically) having not so much experience in them (I just recently rediscovered scratched-over CD boxes in a long-forgotten carton box). So I'd want to ask the elders of football wars and hear from true veterans of the series, in which version from 2006 to 2009 the match AI and match engine (does not matter it being 2D or - as in case of 2009 - 3D) are the most relevant, realistic and similar to natural physics and mechanics of players acting, ball flying and goals scoring. Thanks in advance.
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