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rristola

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45 "Frankly, my dear, I don't give a damn"

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  1. I think this is the best choice to be used here. Aren't these exactly selling access into information about players? And if we don't have a scout knowing certain area or countries, then using an agency like that could be a possibility. Now in FM we would have to change scouts...
  2. That question of money is not that important right now. I used double expenses just because usually bought services are more expensive than those made by your own... So, expenses can be adjusted. More important is whether there is a method of scouting lacking in FM. Do you think this would be necessary thing? And, remember, in FM there already are those agents that offer their players to your club. This would only be a way to "ask" an agent or an independent scout to offer his/her players...
  3. This game relies on the top leagues. And those teams there have a lot of resources - like scouts. In many countries. What about teams a few tiers lower? Or from smaller countries? Could there be a new way to "scout"? In this method team buys services from a scout or a scouting company. That scout or company has its list of counties it knows. For instance. A team from a smaller European country tries to find cheaper, but skilled players. In Africa there are a lot of them, and a lot of them want to come to Europe (bigger wages!). Team buys a service like this - send us four midfielders from country X for a try-out. They all must fit into our first eleven. Why this suggestion? I'm pretty sure that many smaller European teams don't have their own scouts in Africa. Still quite a lot of players come from there. So, there has to be a way to get "extra" scouting services. How much would it cost? Maybe double compared to using your own scout.
  4. That's understandable. But, us, players could even use only fantasy leagues with fantasy players, if the game AI and the match engine would be "perfect" otherwise. Do we (read: modders) get those tools? For me it would be OK, if the match engine works like a "black box". BUT, could there be any way to build a system to enable adjusting the input data? What I mean is this - when in match there is a sliding tackle, the probability to an injury could be increased using a difficulty slider. Injuries +2. There could be a bunch of sliders in options. This need of difficulty setup is something that has been here in Discussions many times. I think there should be one. It would help younger and unexperienced players to get started with FM, and it would enable hard core managing for football manager "wizards". Are there tools for this? Then, the game AI. Again, there should be difficulty setup possibilities. And, in the first place, SI should test game AI, and try to find anything that is not from IRL... Here are a few examples, but these are more or less from lower leagues. This game wasn't made for lower leagues. Hopefully, not yet. - Scouting and making contracts are said to be too easy. I was the manager in English 8. or 9. tier team, but I was able to sign players (= first eleven) so, that they all had experience from the League Two or higher. So, does that reputation system etc. work? - Budgets I was the manager in a team that had 0 as wage budget and 0 as transfer budget. Still it had about 10 000 for scouting. I have suggested that scouting in team's smallest local area would be free of costs - like the manager would drive to the neighbor town to see that game on his/her own. There should be a way to adjust these in the game AI. IMO. The decision, that SI will make, will also be the major factor whether I will buy FM in the future. If nothing really much better will come, then I think that these older versions are good enough for me.
  5. That's good to know. What I have heard is that the only big change is Unity. And there is no hurry, yet, but... there is a lot to do with graphics, for instance. It would be nice to have "prettier" stadiums, but what format will be used? Could that stadium editor be launched earlier than the game itself? What format is used with kits? Will there be any changes with mod "structure"? Like, I have wondered why there are both league rules and player data mixed in league mods. With new database updates some NOT updated league mods can't be used - though league rules haven't changed a bit. I hate that! Player data could be separated from the league rules, but maybe this would need some dependency structure been built. And, of course, will there be any changes with lower leagues? Or, any tools for modders to adjust tha vanilla game?
  6. I haven't read "real" news about FM25 almost at all. All my "facts" are from SI Forum. It has been said that a lot of changes will come. OK. IMO this game relies a lot on mods (graphics, leagues,...). Will FM25 be mod-friendly game? Modders, do you know anything? Devs?
  7. Your opinion isn't mentioned here for the first time. And I agree with it. Something came up into my mind. I hope that SI hasn't made their mathematical stuff too complex. And, yes, I do understand, that in the game engine aso. there are many attributes that have to be taken into account. But, you can remember that last autumn there were this crisis with GK injuries... Could it be that those calculation formulas are too complex, and therefore a little change in one of the variables could change the result a lot? That could also explain why SI would be a little bit afraid to make changes.
  8. I'm creating set pieces routines now. In 'Throw-ins' I have 'Attacking Third' chosen and Attack -button pushed. When I try to choose 'Work into box' option, nothing happens. When I push 'Long throw', everything goes as planned. If I push 'Work into box' button there, window goes 'back' into that Instructions box. And it stays there until I push 'Long Throw' again. The throw itself seems still to be set as 'long' all the time. How can I get 'Work into box' working? That is a link, but... nothing. Thanks.
  9. OK, this is hard to explain. And most likely isn't a "fault" at all. So, only FYI. I'm starting a new save. I'm using a mod, but does that have any effect... I don't know. I'm unemployed. I have tried to find a new team, and for that I check all the team facts before signing. Who doesn't? I noticed that in one team (with no manager) there was 4-4-2 as its tactic. Was this 4-4-2 chosen here just that it is the "standard" for every team (if not changed)? When I checked the list of players, there were more ADVANCED midfielders than "basic" midfielders in squad. In this tactic no advanced midfielders were needed! Is this a fault? Could this be fixed so that when game's AI is creating the starting point of a new save, it would first "create a history" for teams without a manager (= choose previous manager), and have his (her) favourite tactic used to create or choose players for this team. On the other hand, a team with no manager has no tactic, so... But, if FM would use the previous manager's tactic in these cases, it could also have influence on how fastly players get familiar with my chosen tactic (if about the same). Is that implemented in the game? IDK.
  10. I agree. I have wondered how can a manager start his (her) career with no badge at all and being only a former Sunday leagues player, and still be able to jump into... let's say Championship tier Manager position. I think that if someone wants to have a "learning curve" as Manager, there should be a chance to start in Academies or Uxx teams. I would also like to see coaching courses divided into sections like attacking, technical, aso., and not only some all-purpose courses. And, if there were lower leagues teams, I would like to start my career from there. Maybe no wage, but what to expect when you have no coaching badges...
  11. This is one issue that could be asked from us, players. If there are enough players wanting Brexit to be "off", then that should be transferred into normal Options.
  12. That's a bit against the rules, isn't it? A lot of these issues have been discussed in Requests also before. My suggestion is that ASAP there should be a topic for FM25. In that topic SI would keep a list for things that will and won't change, and of course a list for decent suggestions. And there SI SHOULD give us reasons WHY those decisions are made... For each own issue there should a also own topic, and info on how that topic works. Like, not comments like "I don't like...", but suggestions with (a lot of) pros and cons. At least, IMO, there shouldn't be any issue with only positive effect - that would be too easy. It should be remembered that everybody in SI are trying to sell us this product. SI has been too silent in the past. Many times things 'will be considered", but then nothing. What about the game mechanics? If there is anything that "everybody" understands it's not working or is annoying, then it should be changed. For instance, there are many players using different filters and views, and still there isn't a way to filter only compatible files there. Modding. I think that this is important (and will be even more important sector in the future of gaming) how to LET games to be self-improved (or, modder-improved). Almost everything should be able to be changed or tweaked. You all know skins, and they are great. If you don't want to see attributes in numbers, so... just find a skin that does that. We (or modders) should also be able to see, understand and change those mathematical formulas within ME - someone will find better way to implement comprehensive way to defend... Modding graphics What can modders do in FM25? Will kits use the same file formats? What about balls, stadiums, aso.? One little fact from real life. In FA Cup non-league Marine played against Tottenham in January -21. Go to YouTube and see yourselves how big stadium it was... Can we find that kind of a stadium from FM? From FM25? Changes into the game database and modding It's annoying that with a new database version, you should try to find all new compatible versions of used league mods. Why - there's hardly any changes in those league rules??? Also, there is no way to have a mod-to-mod dependency. (Because of how UID's are determined.) More user enhanced stuff like graphics could be done, if... Difficulty levels. I think that this game needs them. - For someone starting his (her) years with FM, the game shouldn't be TOO hard or complicated. I think that good level is a bit like 'vanilla' today. - Closest possible to simulation. Like, DEVs should make simulation runs and compare those results with the real football world. Time after time there are discussions that some tactic is too powerful, or fatigue isn't taken account on enough, but these could be simulated and results published. - HardCore. Little tweaks to make it a little bit harder. Players get fatigued sooner and it affects more, players and staff want more money, players are more reluctant to come into your team, aso. These could be in Options. The game itself and its decision-making -Stupid things should vanish. Like in player and staff and the Board interactions. Less is better than chaos, but also lacking possibilities for questions for the Board and answers for everybody is bad. - Logic in some cases. I don't remember exactly what happened then, but... one of my players said that "he would leave, if team doesn't get... better..." and he did leave. At that time he left we had one better contract made and making one more, but it wasn't enough! NO, NO, NO! In game's logic those days (that players were asked to come into try-outs, contracts were suggested, aso.) were so mixed up that logic just wasn't good enough. And, my guess is, that logic wasn't made to compare correct "starting point" to the "end-point". And so the wrong result. - All those staff reports aso. There should be a "filter" that blocks all that "is not that important". Like, a Head Physio could come and tell that we have too many injuries. That is a fact that can be calculated from the data. So, in a way it is an alarm, and its limit could be pre-determined (cuts off minor things). - Players in positions. Let's say that we have a game coming with ONLY one recovering left FB with possible new injury waiting OR left midfielder with only decent defending skills. Here coaches could point this out - we are lacking suitable left FB's. A bit like it's calculated in Squad planner - and meaning a problem for the Manager. - With Traits it might be more complicated. Like, a player that can't dribble past opponent WITH ball can be suggested to try to "knock ball past opponent". But, if coaches find out that it didn't work, they could suggest to unlearn that first and THEN also to learn to "run with the ball rarely". The logic here: coaches try to make this player a better one. If it fails, the actual problem should STILL be prevented by doing the opposite thing (= prevent losing ball by dribbling a lot). Here, leaving player's dribbling untouched would be the worst thing! His dribbling skill level is just too low for this tier. On the other hand, if these staff members are suggesting something back and forth, then it's a problem in FM. Amount of players in the database I hate those greyed out players. What you can do with them? Those are players in your team, because you don't have players...??? Solution: when a (human) player starts a new save, there has to be done some calculations for every country (or leagues there). If there are NOT enough players for all those leagues in the database, then FM should warn about that. Then this (human) player can choose less leagues or accept that ALSO fake players WILL BE used. Here it must be emphasized that there MUST also be unemployed players in database for these leagues. For obvious reasons. Attributes vs. ratings with stars This is a tough one. Should we have them both? As always, should we ask opinions, make a list of pros and cons, and then... make a decision. Should we have a easier-to-play version or closer-to-real-world version? I mean, it is easy to give an exact attribute value for speed or acceleration, but what about skills like understanding football. Could five or seven stars system be better? In words something like (7 levels): belongs into lower tier - decent - OK - average - good - excellent - belongs into higher tier FYI: I use 7 stars here just, because half and one stars and seven stars mean out of this league tier. It could also be 5 stars. Would this use of stars make things easier to be focused on right things? Also reports would be clear, "He's quite good." would mean four and a half stars (4,5/7). And, of course, players would still have their attributes to be used in the GE math... Match ratings and that kind of stuff How are those calculated? Is a player good when he playes better than his long time average, better than team's average, or what? There could be info on what these numbers mean... There's a football story something like this: "A striker has 10 good scoring opportunities. 9 of them are miserable, but one is a beauty. GK has 10 times to make a save. 9 of them he makes with style, but one slips easily through his hands. Which one is the hero?" Notice (if you missed): that striker succeeds in 1/10, and GK in 9/10. Are lack of skills, unhappy accidents and poor co-operation properly implemented? I must admit that I haven't watched full GE games, but this question came to my mind. Are there enough moments where a pass is mistakenly played straight over the sideline, crossing flying over all the players, aso.? And does the attribute level show up there? Lower skills means more mistakes. Last but not least - there are us that want to play lower leagues There are many things in FM that don't seem to fit into lower leagues, but no updates... You have a scouting budget about 10K, but you don't have money for anything else - not for your (Manager's) wage, not for courses, aso. It would be easy to "invent" new fund-raising event into Training schedule, and even 1000 Euros or Pounds would be a lot of money for a team with no money... One big issue is too easy "set of rules" - a bit like the LLaMa way. Sometimes you can get a Championship player to sign as non-contract, although your team plays in 8.-10. tier. It could happen in a football GAME, but NOT in a SIMULATION. Which one is this? Or, could this be both? My two most worrying things are lower leagues and whether players' fatigue levels affect enough in GE. Thanks. And sorry for this too long comment.
  13. Sorry, but that project ended before it even started. Too much work. Not enough fun. And I can't remember where that option is. What you can do is that QUOTE the answer of alian62. Quoting will send a message to alian62. Maybe there will be an answer, too. So, paint that text and click 'Quote selection', and write your question.
  14. IMO it would be OK, if there would be some variation within the Boards. Some "old school" Board members could have a strict list of jobs allowed, and they could say "We don't need any Sports Scientists. We have never used them." Some Board members wouldn't allow at first, but after having a little discussion they would understand the need of those. And, finally, those Board members, who are ready to give a certain amount of money , and say "Do whatever you want with it!" Maybe there's no list of jobs at all. This is one of those issues (problems) with SI. You have almost only the main leagues in FM, and this problem appears usually in lower leagues (= mods). Not interested. I hope that FM would be as near a simulation as it could be. If there a "smart" hiring is denyed, would it be like IRL. DEVs?
  15. This issue night have been here earlier. Sorry for that. I'm playing lower leagues. Pretty much "we have no money" managing. So, you would think, that finding a bargain is a wonderful thing. But, FM (or, the Board) says NO! What happened - I'm trying to find my staff. I can hire head physio and one physio. No other medical staff. I was able to find a decent physio (9) WITH Sports Science skills (5). For free. Board won't allow this, JUST BECAUSE we can't hire a Sports Scientist! Come on, that is some extra skill that the chosen physio has... Question: why can't FM handle these situations in a way that I'm hiring ONE member of staff WITHIN the wage limit? I do understand that every physio has only some hours to work, and working also as Sports Scientist takes some time away from that, but still... Edited: It would be OK, if some "older" Board members wouldn't understand the need of Sports Scientists (aso.), but is there any chance to have some variation on the opinions of the Boards. Mainly allowing smart hiring...
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