Jump to content

dunk105

Members+
  • Posts

    296
  • Joined

  • Last visited

Posts posted by dunk105

  1. On 19/03/2024 at 09:47, Liam Wilson said:

    I'd really like an improvement to player interactions. I often now avoid praising my players for their good form as they often disagree and then tell me that they won't forget this? Its so frustrating as this then decreases the dynamics of the squad and can spread to other players! I'm not expecting loads more options in terms of answers you can give, just improved common sense when it comes to player conversations. Players can respectfully disagree with your praise and then just move on, not start a squad mutiny. My favourite is when you leave out your third choice right back out from your European squad and he reacts so angrily and then for some reason the squad fully support him. Surely they should understand about restrictions on squads and sizes. 

    I think where the game makes dynamics and moral such an integral part of your team playing well, the players really shouldn't be so fragile and quick to be unhappy. 

    Agree.

    Sometimes we do see a glimpse about how good it can be. In my games case I was tearing my hair out at a young breakthrough prospect who was complaining he wasnt gettting enough games. So I told him that he'd get chances to impress as a sub, then when I do bring him on in games we are winning I tell him I want to see an impact, but his body language is "would've preferred to stay on the bench" and then "complacent" which doesnt please me at all and surprising as his personality is resolute so didnt expect any issues with that.

    So after a few months of telling he is playing lazily etc I drop him to the reserves, he complains and I tell him its because his performances have been nowhere near the required standard.

    A few weeks later injuries mean I need him again on the bench, and first game I bring him on when 4-0 up and we've already qualified for the next CL stage he bags an assist and goal with no sign of complacency.

    Wish I knew for sure dropping him to the reserves had the desired effect!

    But also on the flip we need to see improvements in player logic, if a young player wants to break into the team only certain personalities should see complacency when coming on and the team is winning, whereas it just seems to be standard for everyone.

  2. Will the fitness issues and player availability (or rather lack of) ever be fixed for the World Club Championship?

    This has been complained about for what? 2-3 releases and seemingly just ignored. So frustrating that when we reach this we have to work around something that should have been fixed years ago.

    Even with managing games and playing lower tempo and pressing and lots of rest Im going into the season with 4 players injured for 4 weeks thanks to this, and thats with the final still to go!!

  3. Love this Alfie Devine wants a new contract with 3 years left of this, I said wait till the end of the season but decided ok he can have one as hes a star player. 

    image.thumb.png.b373059df0859f666e3452c3025311d5.png

    Speak to his agent who initially suggests it would be 275-325k which I say is too much.

    His agent comes in with this demand:

    image.png.208ee07390df20c7ad8d5fd1b003a2fd.png

    With the new loyalty bonus its probably in total a little bit less over the whole term (so can see some logic in that he gets a contract till he is 32) , but really he should have accepted my offer of a new one at the end of the season as signing mid season loses the assist bonus he would have got plus 35k pw for 6 months and he'd get the same term.

    I'll be accepting all my players demands at this rate!

  4. Hugely disappointing update, things such as player interactions and the constant fringe player loan offers just ignored. Ai squad building still terrible.

    Nothing on the ME either.

    Sure Im barely touching the surface in terms of issues logged and acknowledged that have just been left.

    The real shame is if these had been addressed we'd have had arguably the best release in a very long time as FM24 does a lot of things right too.

     

  5. On 19/10/2023 at 12:18, Rashidi said:

    OTHER FORMATIONS
    Its interesting to see close we can get to replicating some formations from real life, what follows is my interpretation of how some teams play. Its important to realise that managers can react to different opposition by changing their formation. They can also adapt their system when an injury happens. As always please feel free to use them as they are meant to be, sharing what can be done.

     

    ANGE POSTECOGLOU - SPURS

    I daresay this may become one of the most popular tactics for FM24, simply because of its attacking bent. In real life Spurs play a 433 with two inverted wingbacks, and 2 free eights in midfield who depending on the buildup can come in narrow or go out wide. The manager expects his team to play out of defence all the time and their fowards are expected to work the channels or come in from wider positions. They have been very attacking this season and also play quite high up the pitch.

    Buildup Phase

    Box2.png.8d1e7be137f611090f6cce9e36f0425f.png|

    In the midfield phase their free eights can go wide or narrow. I could provide defensive lines, heatmaps and key pass plots but that would make this an inordinately long post. I just want to be brief. 
     

    Spursformation2a.png.42cd9a01158d56519d1e2a27b7aa74fa.png
     

     

    Regarding this and the overlaps, does that mean you get to see the IWBs building up inside but then also able to go either way as we see with Porro and Udogie irl? Would be nice if SI allowed us as they did with Wingers to choose cut inside / go outside for IWBs so we get the build up phase narrow then they can go either way further up the pitch. Saying that did find that Wingers with cut inside really helps in recreating this setup rather than using IFs or IWs.

    Tried similar but found I really struggle against 4231s and 5ATB formations, so settled on this (Madders has retired so liked the option to be flexible which side his role is). DM-D over BWM as I like the double-pivot formed with the IWB as the two mids go forward, and the W-U with cut inside is weighing in with not just assists but goals fed from the AP-A (AP-S is just too ineffective for me against teams with 2 DMs or 1 DM and an IWB):

    image.png.d6fe42b01acc3511633df51493cf9edd.png

    It annoys me a little as its not pure Ange ball but find its more effective against a winder range of tactics, and would rather play a pressing forward but AF just works better.

    Also a purists idea of Maddisons role, and BBM is set to sit wider but ended up like you using a CM-A, and Mezzala as even though the RPM was more solid defensively and I liked Maddison dropping deep as he sometimes does, as a whole in FM it doesnt quite work(did try changing the side of the BPD but that made no difference the RPM role just seems very hot or cold). BWM-S is great as feel that truly seems that postition playing in the way Bissouma did early on this season aggressively winning the ball and then breaking lines with dribbles.

     

    image.png.052005200dddc7228ce2e1f71ab6539a.png

     

     

     

  6. 1 hour ago, wazzaflow10 said:

    Matches do not look at overall count of league or team stats (cards, goals, fouls etc) when determining the outcome of an individual event to make it fit inside a box. It's just pure conditional probability with the conditions coming from inputs inside the context of the match. To do otherwise would necessitate the entire season of every league be simulated every time you make a change or do something other than press continue. You'd be waiting for days in real life to complete one compute cycle.

    Sure Im wrong but when its been flagged that for example that the AI seem to in some games visually kick the life out of the players team and end up with 30+ fouls , and yet they'll receive maybe 1 or 2 cards the response from SI has always been that "its fine as total cards fall within real life limits" which does suggest their is some kind of balancing done here as they are unconcerned that it can make some matches absurd as long as the total across a season is fine.

    Its hardly a huge amount of work to ensure that despite high numbers of fouls that refs keep the card count at a certain level to keep within a slim deviation of real life limits, and it wouldnt take days, or need other games be re-simulated due to the detail levels most play at which will also ensure certain statistics stay within a set deviation from the real life mean. 

  7. On 03/02/2024 at 22:53, whatsupdoc said:

    The top tactics are all, without exception, absolutely stupid. 

    Go to the tactics forum and look at Knap's testing thread. All the top tactics effectively leave 2 players in defence.

    - two attacking wing-backs

    - two DMs with forward runs

    - am (a)

    Etc etc 

    Most also use universal hard tackling, high pressing, high tempo, low crosses.

    These are all massively overpowered regardless of attributes. i.e. it is better to cross low to a big striker, better to gegenpress with an unsuitable team etc etc etc.

    Not to mention near post corners. 

    This is a version of the game where football logic (as you are trying to apply) is almost completely out the window. If you try to use it, you put yourself at a massive disadvantage. 

    Some simple logic still works. Like, if you have a big guy on the back post and cross to him, yay, it works. But overall trying to create a balanced system is no match for this hyper attacking BS which IRL would get smashed every second week.

    This.

    The annoying thing is that as I see with my real life supported club Spurs that if you leave two men back, and also tackle aggressively you will concede a lot of goals, and also pick up a lot of suspensions. Its high risk with potential high reward.

    Feels with many things that the ME is dictated not solely by what should be happening due to player ability and both sides tactics, but also by the need to hit certain numbers for things like yellow cards to show the simulation is in life with real life statistics. This is why they stick hard tackling on as its clear from playing against teams who rack up 30 odd fouls and whom end up with the same or less yellows than me that the game will limit numbers of cards against a certain tolerance to fit the numbers SI feel should be seen. So statistically its realistic but it watching games in isolation not so. Therefore using hard tackling does not have the high risk bit, but plenty of reward.

    Still saying that I haven't enjoyed a version of FM as much as I have FM24 for so long I can't remember what previous release was this much fun.

  8. I saw on Bust the Nets training video that its useful to place your wingbacks and DMs into the attack unit in the units tab, this will improve non-defensive attributes such as crossing etc whilst the positional training will help defensive attributes.

    That tip alongside his linked routines sped has not only really helped my young WBs develop better, but also gave my 2 young players I was retraining  as DMs from DCs the passing attributes to not only impact play more but also be played as DLPs if needed.

    As always a great video from him that without fail shows things in the game Id never think of myself:

    Also found it useful in in managing player tiredness as well as a number of other things I havent mentioned here.

  9. 1 hour ago, Rodrigogc said:

     

    That is the whole point about the imbalance. I mean, I play football occasionally, attacking is way harder than defending, why is it different in the game ? Has any of the people in SI staff ever played football ? It is pretty simple, to attack you need technique, flair, composure, decision making, familiarity with the other players ... on the final third, as say Guardiola, you need the most technical and unpredictable players, because the manager can only get the players around the opponent's area, but if they can't create for themselves, there is nothing the manager can do. IRL we often see struggling teams stuffing their own penalty area with players to defend against big teams, and it is really hard to break these systems, see how hard Spain tried to break Morocco's defense in the WC but they lacked dribbling and unpredictable players, all they could do is pass the ball around without creating any chances. In FM they would have found an easy cross and goal.

    There is a reason why less technical players usually become defensive players, and the reason is that defending is easier than attacking, simple as that. You just need good physical condition and concentration. The highest paid footballers in the world are those who attack and score goals and provide assists, because it is not easy to break a defense in football. A football match these days lasts more than 100 minutes. We often see many goals, but we also often see 0-0 matches, 1-0... The last team in the league table can simply stuff 10 players around the penalty area and it will not be easy for a real madrid to break it, but probably they will since they have players like Vinicius Junior who has the flair to break compact defenses, but players like that are hard to find, that's why he is in Real Madrid. In FM you find a winger with good physicals and he will rule the league. I play Fulham, Adama Traore is unstoppable here. Too easy.

    You defend in FM and you are dead, even though it is way easier to find players with good physical and mentals to defend than it is to find technical players to attack. Isn't it a contradiction ?

    Depends on your defensive setup.

    If you play defensively and don't have a plan for the counter then of course eventually the AI will get through as there is no relief from the pressure, but if (as mentioned above) you press effectively from a low compact block then you will counter effectively.

    Reading around and watching various videos had me realising that high pressing intensity doesn't just go with a high line and high press has got me FMing the AI.

    A 433 low block with much higher pressing and drop off, focus on both wings, 2 WB/S, DLP/S, 2 MEZ/S, 2 IF/A and a PF utterly destroys elite AI teams away from home, particularly ones playing 4231 or 3ATB. The plan here being that we regroup, but press deep then my DLP has a 4 wide runners to find on the counter, instantly overloading either wing and then 5 players (opposite wingback, opposite IF, 2 Mezzalas, PF) arriving in and around the area for the cross / pullback.

  10. IMO FM24 is the best so far.

    As a dominant team I find it far less frustrating trying to break down low blocks, mainly due to this no longer resulting in spammed crosses no matter what your setup was.

    Conversely I can effectively play a low block myself and win tough away games on the counter. One thing that really  turned this for me was realising that playing with a low block doesnt mean you drop off, in fact you want your players to press as this is key in getting counters going.

  11. On 27/01/2024 at 16:34, NineCloudNine said:

    You don't need to wait. You can add 'match load', 'fatigue', 'injury risk' and 'training load' to your squad screen and see for yourself who needs a break.

    You can also set training intensity based on condition in Training->Rest.

    I haven't had to rest a player in around 100 seasons of play since the start of FM23.

    Sorry, meant in that if I have a star player I have to wait for the game to suggest a rest so that I can talk to the player to tell them I am resting them, as if I do it myself they tend to get unhappy and complain.

    Just would be useful to choose when I speak to a player about resting them.

    Saying that saw Bust the Nets training video and started using those routines and also the tip to rest the 11 that played next day and thats improved things, although really you'd think 2 recovery sessions should be as good as a rest day.

  12. 38 minutes ago, NineCloudNine said:

    xG 3.86

    79% possession

    36 shots

    Lost 1-2 to a team 4 divisions below who scored from their only two shots and whose keeper had the game of his life.

    :onmehead:

    You should work out XG per shot, yours is 0.107 per shot which is a lot of poor quality chances. You should also do this for the opponent its likely they created better quality chances.

    A high XG does not mean you should score over 3 goals.....but do wish SI would add a XG/s stat in the match statistics as it would lessen these misconceptions, although you can can track it in the xG graph.

  13. On 25/01/2024 at 04:47, scott MUFC said:

    my best CB has a natural fitness of 16, yet needs resting nearly every other game, and keeps wanting more game time due to this

    conceding goals from, player makes a weird pointless pass, needs fixing its very rarely NOT a concede (to the point its just looks like a rigged moment)

    i had a player out with a serious injury, came back into rehabilitation phase for 2 months.... then got injured for the u21s (guy keeps getting injured when not actually injury prone) why was he picked when under rehab?

    and also yellows for handballs on corners, always an attacking teams defender.... its far too frequent

    Had the same and find resting the 11 that started next day after a game helps a little.

    Also when you have the game give you the option to tell them they need a rest make sure you rest them from training for that period or some of it.

    Agree that fitness is a real pain, particularly as we have to wait for the game to allow us to tell players they need a rest.

  14. 13 hours ago, kevhamster said:

    What needs to be realised is the star rating is based on your assistant's opinion of that player's suitability to that role.  I don't think it needs to be revamped as such, I just think it needs to be clearer that this is the case and to remember to use it as a guide first and foremost, but to trust what you're seeing with your own eyes in the match engine.

    Agree, and its also a comparison to your current squad.

    Therefore a 5 star level player when you're squad is average will be a 3-4 star rating as your squad /  players in that position improve.

    Its not something anyone should depend on but once you understand how it truly works then it is a useful guide.

  15. We need to be allowed to choose to tell players we intend to rest them, rather than wait for the game to decide they need a rest and then we can have the conversation.

    Its frustrating that we have a stamina / fitness system that imo seems harsher than real life requiring more rotation but we haven't all the tools to manage it via communication.

  16. 3 hours ago, stevemc said:

    I won this one, but it is infuriating how lethal the AI are from such few chances created:

    image.png.03f33cc053e2bc1fcf705e7178a9f871.png

    AI xG per chance: 0.16

    Your xG per chance:  0.097

    The AI arent lethal at all based on this.

    Its a common misconception from players to ignore average, particularly as your xG could be inflated by say a penalty or another high quality chance. After all a team could have 100 shots from the halfway line for an xG of say 5, but under no circumstances would we expect anything but 0 goals as the average xG per chance is very low.

    This is where its useful that the player checks the xG graph to see if all our chances are low quality, and whether the higher quality chances result in goals.

    Would be useful though if we could have an average xG per chance calculation added as feel this would stop people misreading xG, particularly in terms of it being skewed towards the AI managers.

  17. On 29/12/2023 at 08:29, Hoffbeck said:

    Anyone else seing results like this way to often?

    image.png.0afdfaa8f7c0faee7795fb27510c1f12.png

    Whats the issue? The winning team has an XG/s of 0.26 and the losing 0.17 meaning the winning teams chances created were of better quality, over 50% better in fact.

    The issue here is you like many not understanding how XG works and assuming a higher total XG should mean winning each time. After all a team could have 100 shots from the halfway line and generate XG of close to 10, but does that mean they should score a goal? Of course not.

  18. 22 hours ago, KingCanary said:

    Straight after I post this...

    image.png.9d25ac77f5575ccf8ca5839801de6a12.png

    image.png.0279c93f71843f9efe610febb2ca732a.png

    I get games like this happen sometimes but I'm losing the will to live when it is happening every other game for me. I'm creating good chances. I'm defending well and keeping teams and bay. Yet apparently whoever I'm playing against has the most lethal finishers and I have the most profligate. Sick and tired of it.

     

    There average XG/s isnt too far off yours.

    yours: 0.134

    theres: 0.085

    have you checked to see if there strikers have better finishing, composure attributes to yours, or there players goals per 90 mins?

    Bad example to choose,

  19. On 18/12/2023 at 10:56, Muja said:

    This is still an issue, you see, because as much as Real Madrid is one of the biggest teams in the world, coaching them in FM and winning everything for years on end shouldn't be so easy.

    There are other great teams in the world that should pose a challenge, not just watch from the sidelines. In La Liga, there's also Barcelona, there's Atletico Madrid... in Europe, there's Manchester City, PSG, Bayern, Juventus...

    Saying that it's normal to take one of these teams and win everything, always, isn't quite right. Because even if Real Madrid did manage to win three Champions League titles in a row, it was an incredibly rare feat with very few precedents in the history of football. It can't be considered the norm.

    Not to mention that the game itself loses a lot of fun if coaching a top team means winning everything with very little opposition.

    Then play as someone else. Stop whinging that a team with the best midfield pair in Bellingham and Camavinga are dominating. Not to mention Vinicious being far and away the best winger and on top of whom you may sign too as you have massive draw to players.

    There are plenty of challenges in FM, this one is on you.

  20. On 12/12/2023 at 17:31, f.zaarour said:

    I can completly understand why some aint feeling the challenge anymore, the satisfaction of fighting thru games and winning in a difficult manner. A 1-2 win away in the last minutes gives u that great joy! I mean look at the scores, its almost all easy wins. How is that? Is the AI not doing much anymore to challenge you? Its weird. And the feeling i described above is starting to get me aswell sadly. 

    ff.png

    Maybe try playing as someone other than Real Madrid?

    Granted CL Home advantage is a joke, but you rolling over the other teams is hardly out there.

  21. 13 hours ago, Domoboy23 said:

    I do have to say after the update the other week, I think this might be possibly my favourite ME of possibly any edition just for the sheer variety of goals and ways you can succeed and fail with a range of tactics, set ups and mentalities. Also feel the game is far superior in other fields such as AI transfers and player development compared to recent versions.

    Agree. For all the annoyance I find with player interaction the ME alone has me enjoying this release more than I have for years.

    Pleasing as you mention to see rivals snapping up players I normally would, in fact its not just big spending rivals, my scouts pick up young players that I then want to sign and see another smaller club has already snapped them up.

×
×
  • Create New...