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About Kovacevic

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  1. Lone strikers don't get on the ball and make things happen, nor do they make useful runs to create space for other players. I've attached an extreme example - Harry Kane, in a "complete striker" role, touching the ball twice in (first) 45 minutes against the bottom side in the league. Complete strikers should be constantly either dropping deep to drag defenders out of position or making forward runs to keep defenders on their toes. In this game, he may as well not have been playing in the first half, just stands next to a defender. Irrelevant strikers - Kane 2 touch 45 min.pkm
  2. A good read so far - I'm from not too far away from Monmouth but had never heard the kingfisher story. Hope you can hold onto Wales' best young Korean for long enough to get into europe.
  3. A complaint/suggestion on Club Vision. At the moment we can choose to add or remove certain things from the vision, which is good, but we don't get the option of modifying either the importance or the degree of what's already there. For example, my board at Spurs want me to get to the FA Cup final (2 bars of importance) and don't care at all about the Carabao Cup. I'd like to change this so that my FA Cup goal is quarter finals (at same level of importance) and to give 1 bar of importance to doing well in the Carabao. But I can't do this in the negotiation phase since neither the importance nor the "distance" seem to be negotiable. I can add a Whole new requirement, or try to cut out one of the above, but I can't propose to change the requirements or importance Within existing goals. This seems unnecessarily limiting.
  4. A couple of more general issues: 1) lack of "static dribbling" - you never see a player, from a starting position face to face with a defender, make space by dropping their shoulder and sending the defender the wrong way. But in real life that's extremely common and players probably use their on-ball skills as often from a starting position as they do while running. This contributes to a lack of creativity and space-making in the attacking phase of the game.. 2) players tend to pass only within 90 degrees of the direction they're facing or running, unless it's a back heel. But in actual football players are often cutting the ball back behind them or away with the outside of their boot, maybe by just turning their head, but often not even that. It's certainly not the case in real football, as in FM, that 99% of passes are in the exact direction the body is facing, especially in the final third. Same for shots in the box. This again limits the creativity and incision of attacking play. 3) defenders pressing as a group all press the exact same spot, meaning that you sometimes get these bizarre things of 3 defenders chasing the attacker in a tight conga line. But in real football, if defenders trust each other at all, you'll have one press the front of the player with the ball while one or two others cut off his options by going behind or to his side. Having some code to having a "covering press" when multiple players are pressing the same ball-carrier would stop the current situation where highly defensive, low-skill teams can dominate possession just by passing it around their back line, with the pressers chasing after one space at a time. 4) generally, first touch and pass accuracy under pressure are too high for weak players under immediate pressure. You very rarely see an actually misplaced pass or fudged first touch - everything is either perfect control and accuracy, or panicking and kicking the ball out of play. Need a much more nuanced approach to the effect of pressure and panic on ball-retention. These aren't really "bugs" to be fixed, just things the engine needs to be more sophisticated to deal with in order to look more like real football and reward high skill and tactical specificity.
  5. Two more very bad examples in the attached game. At 14:40ish the man city defender breaks from his own box, and my one covering defender runs straight past the man with the ball in order to mark a player behind him. On 20 mins for the first goal the exact same thing happens - Martinez is running on his own toward my half. Kehrer the covering defender runs right past him to mark someone else. SURELY there needs to be an override here that says "if you're the last defender and someone is running straight at you, try to tackle them no matter who you're officially set to man mark." Marking Override.pkm
  6. Just wanted to bump this as no reply so wanted to make sure it's been checked...
  7. Just wanted to bump this as it seems like no one's downloaded the pkm to check the issue...
  8. Here's an especially egregious example of something I've seen a lot and that I think contributes to some defensive issues. At 78:25, the build-up to the equalising goal, there's a minor problem first up with the suicidal pass back toward the halfway line, where it's 2 on 2, when there are free team-mates all over the current half. The issue, though, begins from 78:30 - after this bad pass is intercepted, there are 2 attackers in play, and 2 defenders in play. The defenders start out in position marking each of the attackers. However, once the attacker has the ball and starts running with it, his defender runs to try and mark the other attacker, while the defender marking the free attacker leaves him alone to come and try and engage the ball-runner. Obvious result, both attackers stay free while the defenders meet in the middle - goal. The issue here is that the defenders need to stick with the attacker closest to them, making sure they're both under pressure, rather than reverting to some positional "I'm a defender I'm supposed to be in this position" rule that leaves attackers free. In other words, there needs to be some sensible over-ride code for default positioning and marking, to make sure that defenders are never running away from an attacking threat to leave them totally free as they advance on goal. I see some version of this in almost every game, but this was the most extreme. Bad Position Tracking 78.25.pkm
  9. Check out the heat maps in this game: I had a 3-5-2 with 2 very good passing midfielders, a ball-playing defender, and a deep lying forward. Against opponents with 2 defensive midfielders but no central mid between the DM and AM. Selected "play through centre" in first half to try and overwhelm them in this area. Result, almost no central passing at all, with everything going through my left wing back. Changed tack in the 2nd half, still with a 3-man midfield. Result, everything going through my inverted wight winger. Seems VERY difficult to get the central part of the pitch going, which makes it very difficult to take advantage of opponents set up with gaps in the centre. Anyhow, this has been a problem in all my games but extreme in this one. Just look at the first half and overall heat maps to see how little central play I was able to generate despite two different tactics set up to prioritise that area. play through centre no central play.pkm
  10. 64:30ish in the attached pkm, the 5th goal. Long ball, 3 defenders all closer to the ball than my striker, but they all run away from it, leaving him free to run through and score. Haven't seen this exact issue before, but it seems connected to the bad dealing with loose balls that I raised in another thread (hypothesis, did the defenders think that the ball was now controlled by their team due to having so many players close to it even though no one had actually got it?) Defensive freeze at (64.30).pkm
  11. I expect your explanation is what the game is actually simulating, but you can see what a mad thing it makes the players do in practice. I had actually thought about this when seeing some similar issues on the previous version of the match engine - would it make sense to have a half- or 1/3-second delay in players' response to changing "control"? It seems to me (tell me if I'm wrong) like at the moment the game has a binary indicator that one team is in possession and the other isn't, and as soon as this changes, players start moving into their positions for the change of possession. But this can lead to some very odd responses to loose balls and, as in the example here, to players running away from situations that need to be run towards. I think having a small delay on the response to control changes - representing the real life situation that I as a defender have to think "do we Definitely have control of the ball, now?" - would mitigate some of the weirdness. Defenders should stay defending until the ball is Clearly out of the attacker's control, not start running up the pitch as soon as a ball goes loose. Is this something that can be done?
  12. OK, so my opponents were managed by Sam Allardyce. But 20 corners for Leeds in this game (with 50% of possession) because they kept ON hitting crosses against my defenders and out for a corner. Ironically, this is the one game out of the 13 I've played on the beta ME where I actually scored a central goal by feet after receiving a pass without any ricochet. But the Leeds passing map and corner stats tell the story about how wide-play-centric this ME is. Just an extreme version of what's been happening in most of my games, including for my own team who I've tried to set up to be creative through the centre. And if they're going to only play from out wide, they should at least try to bend their crosses around their marker rather than every time just hitting it straight at the defender's legs. 20 corners crossing simulator.pkm
  13. First goal, a poorly directed clearance header is bad enough, but then 2 defenders run toward and past the ball, leaving the opposition to score a great first time shot. Problem seems to be defenders not treating the loose ball as a priority. parting like the red sea.pkm
  14. Same problem as here in original ME - - obviously not fixed yet.
  15. Still seeing defenders "clear" balls from wide areas back toward the centre-edge of the penalty area. Have also seen more defensive headers pushing the ball out to the sides, which is better. In the attached file, 2:10 is the bad moment, a very experienced defender looking like he comfortably won an aerial duel, but choosing to knock it down to the feet of an unmarked striker rather than heading it out and away. Headed 'clearance' 2mins.pkm
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