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Blünderbossu

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Posts posted by Blünderbossu

  1. I'm in my fifth season with the same team and still in the Vanarama North so I'm not feeling the vibe that the game is too easy overall. I feel like the old trope about 'morale manager' applies more this year than ever though.

    Generally I find that matches are pretty close and when I have a bad run it's not because the AI is doing a great job with tactics but because I happened to lose a couple of narrow matches and then suddenly 75% of my opponent's shots go in match after match. Similarly there's parts of the season where this applies to my team. That's fine in aggregate stats maybe but inconsistent form rather than blocks of extremes would make it feel like the manager has more impact on the game.

    I can see the small in match changes I make impact the engine and move stats in my direction a bit but that's not much good when the opponent has 3 shots on target and 2 goals and at best I can lose 2-1 or if I get things just right pull it back to 2-2 before the next match is a rinse and repeat. When it's my team's turn to be good again I can speed through a session of a half dozen matches barely needing to pay attention to highlights.

    The last couple of seasons I've had a run of 1 win in a dozen followed by ten wins in a row without changing anything which feels a bit off.

  2. End of season one. I'm 15% below my wage budget. My team has a positive bank balance. I can't renew any contracts because can't offer a reasonable wage. Depending on playing time status I can offer between 50% and 75% of what the game is elsewhere telling me I should be able to offer. External players also want similar wages.

    I would be able to afford all renewals if I was actually allowed to offer the 'advised maximum basic wage' that's set out on the wages screen.

    The phrase 'game-breaking' is probably overused but reckon this one qualifies.

  3. I'm seeing a lot of goals from corners, free kicks. Both for and against. Number from first phase possibly okay but then also from second phase where players seem to switch off after the initial ball is cleared. Have manually changed suggested set pieces to have players on edge of area but doesn't seem like they actually follow the instruction.

    Other issue I've noticed is only a couple of times seen anything resembling decent counter attacking hold up play. The side who had the set piece usually gets the ball back, the players don't push up quickly enough, the player runs in to long shot or to cross to someone edge of the area unchallenged with the ball usually pinging in off one of the defenders still sitting way too deep.

  4. Don't know if this is just because I'm finding this year's game bastard hard and so player morale is in the toilet and they're too depressed to run, but I've noticed my players really won't close down players at the edge of our area. Tried increasing their pressing, using step up more instruction, tighter marking etc. but nothing I do seems to be having much of an impact in the match engine. 

  5. 4 minutes ago, Dagenham_Dave said:

    I mean, I know hairstyles for FM newgens have been a bit cringe for a while now, but there's one in game this year that takes the biscuit, and you can probably all guess what it is. It's taken over from the mohican as the most stupid newgen hairstyle, and somehow it looks even worse in the 3D engine. Ladies and gentlemen, step forward and witness the Hair Bear Bunch* hairstyle. 

    image.png.ba627917a2b45bc61c753036a5a370a0.png

     

    image.png.1ac419e80f1b1fc7b5dbf3ca62624eca.png

    I mean, really SI? Really??

     

     

    *Ask yer dad. 

    Christ. Profile pic looks like something from a horror film. Man's just been jumped from behind by carnivorous popcorn.

  6. 20 hours ago, Blünderbossu said:

    Starting my King's Lynn save, I put out adverts for all the vacant staff positions (head physio, chief scout, head performance analyst, sports scientist, director of football, and also a couple of U19 roles).

    Received no external applicants for any of them via the job centre after leaving the advert running for a couple of months.

    The only people interested were staff already at my club in other roles who I believe were on non-contracts. They couldn't be offered a non-contract for their new role but both happily accepted a full-time contract of £1 per week.

    Offered their old positions back out to the job centre for a month so far, zero applicants for them either.

    One of my £1/week staff members was a Director of Football so next idea was to set him to try to hire staff in the staff responsibilities. He's not made a single offer to anyone, which I can't particularly hold against him given what we're paying him.

    Gone into the the staff search screen now and hit on what seems to be the issue - even the lowest world-reputation staff who come up on the 'interested staff' filter want double the wages that I can offer for any given role. 

    Not above any of my budgets so wages aren't being capped for that. Board won't accept raising any of the job budgets.

    Therefore can't hire any scouts and am relying on my £1/week Director of Football with judging ability of 3 to scout one player a week.

    Probably not working as intended - guessing the staff wage limits are scaled as if the team is part-time and so they're not set at a level anybody is close to willing to accept for a full-time role.

    As an update to this for anyone else struggling with something similar there is one kind-of workaround for now. 

    The excessively low wage cap for my staff doesn't apply when hiring someone who is also registered as a player. So after manually searching through all the oldest players in the player search screen I found there was one 37 year old willing to be player/chief scout on emergency backup playing time. He'll probably retire from playing at the end of the season though, at which time I imagine he'll leave. His player/staff wage is £450 and I guess he's going to be no keener than anybody else to accept the maximum offerable wage for Chief Scout (£200) when I try to extend after he retires...

  7. Starting my King's Lynn save, I put out adverts for all the vacant staff positions (head physio, chief scout, head performance analyst, sports scientist, director of football, and also a couple of U19 roles).

    Received no external applicants for any of them via the job centre after leaving the advert running for a couple of months.

    The only people interested were staff already at my club in other roles who I believe were on non-contracts. They couldn't be offered a non-contract for their new role but both happily accepted a full-time contract of £1 per week.

    Offered their old positions back out to the job centre for a month so far, zero applicants for them either.

    One of my £1/week staff members was a Director of Football so next idea was to set him to try to hire staff in the staff responsibilities. He's not made a single offer to anyone, which I can't particularly hold against him given what we're paying him.

    Gone into the the staff search screen now and hit on what seems to be the issue - even the lowest world-reputation staff who come up on the 'interested staff' filter want double the wages that I can offer for any given role. 

    Not above any of my budgets so wages aren't being capped for that. Board won't accept raising any of the job budgets.

    Therefore can't hire any scouts and am relying on my £1/week Director of Football with judging ability of 3 to scout one player a week.

    Probably not working as intended - guessing the staff wage limits are scaled as if the team is part-time and so they're not set at a level anybody is close to willing to accept for a full-time role.

  8. Vast majority of the time those players complaining in my save, when I check the game's judgement of their "actual playing time" vs. "agreed playing time" they are getting the same or even one tier above what was agreed.

    Players complaining when it's not reasonable to do so is for sure something that real life managers have to deal with so I don't have any problem with it from a realism point of view.

    The game could handle it a *lot* better in terms of the fit with the player interaction/conversation module though. If in such cases there was a conversation option to say "actually you're getting as much time as we agreed" and then he either accepts or says "I need more game time to develop/for the benefit of my career" then this would feel a lot better for me as a player of the game than only having options to choose from which sound like they're me accepting I haven't been sticking to what's agreed.

    It's not about the end result - I wouldn't expect them to back down any more than they already do - but if the dialogue tree I go down made sense with what the game is reporting for his game time elsewhere then it would stop the conversation being jarring and feeling like a bug even if the mechanics underneath maybe reflect how players are unreasonable sometimes.

  9. I frequently get asked in the press conferences about the referee performance and there being some controversial decisions in the match but during the match I've not been alerted by the game in any way about anything potentially controversial having happened so have no idea what specifically I'm being asked to comment on. In some cases it'll probably be an accumulation of bad decisions or lots of cards or something like that. But if there's a specific incident, the game could have a link to go view in the match engine so I can escape "Arsene Wenger mode" in my responses once in a while!

  10. Just like FM22, I'm finding that the difficultly level swings wildly based on small movements in player morale, team form, and player concerns/complaints. I mention the latter two separately because it often plays like they're barely related mechanically to morale and a problem with even a couple of players or a completely expected run-ending loss causes the whole team to go from genius to utterly inept even when the morale for the team is still in the green.

    I can be on a run of five comfortable wins in a row and then after narrowly losing in the cup to a team two divisions higher my form will still go off a cliff and I'll lose eight in a row even though the morale was still good; similarly I can have a player come to me with a concern that usually doesn't really make much logical sense, have only a couple of bench-warmers agree with them and still despite the morale still looking good my team have all suddenly completely forgotten how to pass or press for the next half dozen games. And then the next time I load the game I'm winning every match at a canter again.

    It's sort of balanced because my tactics and squad building probably never merited the run of wins I was on in the first place, but it certainly feels like a whole season of mediocrity happens a lot less than these feast/famine seasons the past few iterations of FM. When mediocre form is happening it feels like things you are doing are having an impact whereas most of the time I'm playing I feel either like I barely need to pay attention to win or that I need to be peak Fergie to get a draw against the bottom team in the Vanarama National North.

  11. Previously no issues running the game. Post update the game took several minutes to lag through the loading screen. My PC then turned itself off twice from the graphics card overheating in matches (I play on 2D!)

    I've applied the launch command mentioned above and the loading screen time went back to normal but I'm a little bit reluctant to go back into a match in case it melts my PC :eek:

    NVIDIA Geforce GTX 1080 Ti

  12. 14 hours ago, mikcheck said:

    What does "hold position" really do? Can we say that is a mentality modifier? 

    In what circumstances do you use it? If you do, of course. 

    For an example where it seems to be working - I've currently stumbled on to using a BWM on support duty with a hold position instruction alongside a Box-to-Box midfielder in a 442.

    I was previously having my defensive mentality BWM only start closing down quite deep which meant my opponents were having a lot of the ball in midfield with only one player at a time interested in doing closing down. I wanted my two central midfielders to defend in a less staggered line and put a bit more coherent pressure on opponents in the middle of the pitch. This was done more out of frustration and to solve a specific in-match issue rather than actually expecting it to work as a day-to-day tactic. However, I liked what I was seeing enough that I ended up integrating it into my tactic permanently. With a bit of tweaking (dropped the line of engagement to stop them both going too early and leaving a hole, and put defensive width down and added tighter marking, hard tackling) it seems to be working well. As I'm using a balanced mentality, nobody seems to be running around like a headless chicken, the midfield two seem to be working together in maintaining defensive pressure against the opposition midfield quite well in defensive transitions, and because of the tighter marking and harder tackling when a little gap does open up, a defender tends to push up to deny the attacking midfielder or support striker too much having space. Having won the ball back, the BWM holds back and protects in front of my centre backs when I'm attacking. When we lose the ball some way up the pitch, he sometimes goes out to engage an opposition player trying to hold up the ball to start their counter-attack while my two defenders "sit" and provide cover the players attempting to run-off should the opposition manage to evade the press of my BWM.

    So what I am seeing is that this instruction seems to be purely about what happens when your team has the ball. It limits the amount of forward runs and roaming the player does. In the defensive phase this "support-with-a-hold-position-instruction" acts with his higher mentality in terms of being inclined to close down a bit higher than the defensive duty would.

  13. The presets seem to be an extreme example that do only one thing to the point where it's not effective and it's easy to play against. You have to go through eliminating instructions which double up on effects until you have the minimum amount required to define a particular variant of the style that sets an identity that suits but is also adaptable enough to do the other elements of the game to a good enough effect. 

    If you use a purely defensive preset then the AI will be able to just attack. If you use some of the more attacking ones you'll often find that the players are all forward too early and can't make runs without going offside, and the midfield will continually blast from range. 

    The phrase "preset" is misleading because the game is telling you that this will work almost plug and play. If you use an attacking preset with a good team you'll do okay just because you're a better team and you're liable to have enough individual moments of brilliance to sometimes get past the tactical limitations. If you're already a bad team and you use a bad non-tweaked defensive tactic you'll be destroyed - the tactics are the opportunity to level the field a bit. 

  14. In a 1 match week I tend to go with two "Overall" sessions, and a match preparation one suited to my next opponent.

    That leaves one free for some kind of "steer" either to improve some weaknesses or focus on some strength I want the team to be "about". And then the individual focuses.

    That's not much room to specialise and develop, but if you try to do that you'll be giving lots of areas very little and I find that means even more downward arrows knocking at my door wanting to be friends. 

  15. For me this reflects one of the areas I either find more frustrating or better in fm20 (depending on my mood and, yes, my recent results :p) . The greater diversity of both player and AI approaches made possible by the tactical creator means that it is often very hard to tell precisely what an instruction will do when you click it. 

    More than ever there are always so many unknown variables on the go that isolating the impact of any one thing is very difficult. Experienced posters can give us something of a clue of the general impact, but you need to be able to closely read the match engine in your games to have much of a clue of precisely what instruction is needed at that moment and precisely why your tactic is failing against that precise opponent. 

    And maybe in one particular instance the effect is people wandering into cul de sacs, no one in an effective position and your midfielder deciding to shank it from 30 yards into the top tier of the stand despite being told to work into box. Maybe in another it's your striker unpredictably moving into an effective position to drag away the opposition centre back, play a successful risky pass that he might otherwise not have tried at his mentality, and then an onrunning attacking midfielder slots it home and wow you're a tactical genius. 

    I've had to move over to comprehensive highlights to give myself more opportunities to spot patterns in the general impact of a change I've made, on extended it always felt that my tactical changes were little more than astrology and fallacious associations based on something working once. 

  16. I tend to go direct with several attacking roles including a pacy striker. You press, I hoof. 

    Cautious mentality, counter, and be more disciplined seem to help with my team at least to stop them doing any hospital passes and keep focused on getting past them.

    Disclaimer: I'm not particularly good at tactics so take this with an entire shakerful of salt. 

  17. Until recently I felt much the same way. I had some success with a relegation-expected team with AML and AMR because when I was using an attacking role with them I was also using much lower line of engagement and when a support role just lower so they were around to help out a bit in defence and transition.

    In more attacking tactics they're prone to get forward too early so that when the ball gets to their zone they end up offside or have pushed up so far the space has gone. Often your striker is on support so if they do get space you can have no one for them to pass to. You also then risk getting countered if you let your centre mids get forward to ping in edge of the area shots because there's no cover on their side. Support roles are often useful and again dropping the line of engagement a bit or even dropping mentality and having some more progressive team or player instructions to compensate will be necessary. 

    It's very tricky to get right and it comes much less naturally to me than a 442 so if I'm planning to use something with AML/R even as a secondary tactic I'll do a couple of preseason matches on at least comprehensive highlights to see if players are arriving at the right places at roughly the right time and repeatedly adjust mentality, line of engagement etc based on highlights to try and get everything to "sync" - FM20 seems very "all or nothing" so one small change can make a big difference. 

    I remember that with both the flat and advanced versions "play narrower" made it work better as it helped the wide players have more "contact" with the striker. 

  18. Depends on your team really. If you're good at marking, positioning, tackling, heading and so on but your defence has poor pace then it can be the right way to go.

    Got to have a couple of players in attacking roles so you have an "out ball", and often you'll need to play direct. If you try playing out from the back when your tactic encourages the opponent to be camping in your half and you're likely to be making challenges to win the ball close to your own goal you're going to struggle to do anything on the counter and then it's just attack vs defence. 

  19. Presuming you're playing the two together given their statuses. I'd see Gonzalez as a pressing forward in support duty with shoots from distance and shoots with power. Might think about unlearning does not dive into tackles if go down that route.

    Alternatively I might have him as a target man on support with the same shooting PPMs, though only if playing a counter attack based strategy where he's likely to find some space rather than being right up against the defensive line where his jumping reach might be a problem. Would consider adding comes deep to get ball in that case. 

    I'd then have Thiago as a poacher with runs with ball through centre, rounds keeper and places shots.  Or you could play him as an inside forward on the right with cuts inside. 

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