Jump to content

Drenzul

Members
  • Posts

    6
  • Joined

  • Last visited

Posts posted by Drenzul

  1. This problem likely only exists for the bigger clubs that play 60ish games a year, but basically I've got players
    who have played 40+ games including all the important games complaining about lack of game time.

    Which is daft.

    A quick fix for this would be implement a simple formula based on a player's natural fitness and age, so if a 
    player is either hitting that OR his agreed playing time its fine. 

    Ideally we'd also have a fix for how much playing time to not be based almost entirely on % of games played.
    and reflect this somewhat as well. A star-player at a club who plays 40 game a year should expect to play a 
    greater % of games than one at a club who plays 60 games a year. 

    For example in my case, I managed to sign Mbappe for Arsenal on a free, happy days... but hes currently moaning
    about game time having played in 41 games + 3 as a sub including missing a month with injury. Literally as 
    soon as you introduce any important player or star player it seems near impossible to keep them happy and fit
    for any clubs playing lots of games.

  2. This is actually pretty realistic. Clubs will normally sound out a player's agent first.
    If the player isn't going to sign a loan contract with them, whats the point in making you an offer.

    Lots a reason a player might reject going to a club, because of his dislike of the club, the manager or their style of play
    or just because he thinks they aren't good enough.

  3. 6 hours ago, Prepper_Jack said:

    I haven't noticed this, strangely. I frequently have 3 regular starters/important players and a fringe/breakthrough for places that can hold two players, like two DC's, or two MC's. I rotate them, and make sure the one in backup slot gets in the game later on when another is fatigued. Never had a complaint, as long as they're playing in most games, and starting in about 2/3rds of matches. What I do get is squad players, which is a level below regular starter, complaining if I try and do the same thing. If I play an impact sub as a sub in almost every match, they complain. So I don't use those... just regular starters/important/star and fringe/breakthrough or below. Tend to keep relatively small teams, so everyone is generally happy.

    But, people keep bringing it up, so I wonder what the difference is, and if it's just some bug that SI haven't figured out, as it's related to a particular set of circumstances they haven't tested.

    Are you playing in champions league? 
    From what I can tell its due to rotating from the constant mid-weeks, so will be mainly an issue for clubs playing 60+ games a year when the realistic max a player can manage in a year is 40ish.

  4. 22 minutes ago, FrazT said:

    This is one of the continual downsides of having players who are on a squad status of important or regular starter- they dont understand your thinking about keeping them fresh and fit. It is a module that does need some adjustment but I suspect it would be a nightmare to balance.

    P.S One tip that I got many years ago was that league games are weighted more highly that others when players are assessing their game time.

    I kinda assumed that is the case. That player in question has started 34 of 38 league games. 

    There is a very very easy fix.... use a formula to work out the number of games a player can reasonably handle per season based on their natural fitness + age,
    and use that as well, so if a player is reaching that number or the number of games from the player status, they will be happy with their playing time. 

    That is a quick solution which would be a massive improvement without much work at all. 

    As it stands, basically means anyone competing in the champions league is gonna need to rotate more than having players on above 'regular starter'.

    Honestly this has been a issue for multiple editions of the game and seriously needs to be at least patched.

  5. Ok this is silly.....

    I've got players who have started 40+ games in a season moaning about lack of game time.
    Its literally impossible to play them more than that without them basically falling over from fatigue.

    I assume they are expecting to play a % of games and the game just isn't taking into account their
    fatigue or the total number of games played at all. So if a team plays 60 games a year or 40, the player
    is still expecting to play 90+% of games.... which is completely unrealistic. 

    Which is basically making any form of sensible rotation for bigger clubs been basically impossible.

  6. On 23/12/2019 at 15:37, Josh Brimacombe-Wiard said:

    Hello All,

    Thanks for posting in here and getting some PKM's and videos, they help us investigate so the more of them the better.

    Regarding this issue, when the ball is rolling out of play, usually the player trying to keep the ball in play is running at full speed and that's the only chance that they get to keep the ball in play, if they put the brakes on, they won't get to the ball in time. So for the occasions when the ball is stopped either on or just before the line, we feel this is perfectly feasible to happen in the ME (unless we see this multiple times per PKM).

    If this is happening for example 4/5 yards away from the touchline, then I would agree, there is enough space for the AI to make a different decision. Do we have examples of this occurring a fair distance away from the touchline?

    Cheers,

    Josh

    I don't mind this when it's a friendly who has played the ball that is going out of play (so the other team would get the throw/corner)

    But when it's a opponent player who has played the ball and your player stops it and then instantly loses it back to the other team
    every time, the AI should be smart enough to check if there are opponents who will get there before themselves or other friendlies
    and leave the ball in them cases. 

×
×
  • Create New...