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rristola

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Posts posted by rristola

  1. 5 hours ago, Carmi88 said:

    I want referees to book players time wasting.

    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.

  2. 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.

  3. 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.

  4. 1 hour ago, XV20 said:

    Make u18s and u23s playable for those who wish to coach there.

    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...

  5. 4 hours ago, XaW said:

    ...but remember to post in there too if you want to see it in the game.

    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.

  6. 11 hours ago, Ashikodi said:

    to bring whoever he wants within that budget

    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?

  7. 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...

  8. I'm making graphics for a lower leagues mod. I just found that there's a logo missing. But, there is a new league logo pack loaded!

     

    Story - team's Board says that we have to be promoted, and in the 'Club vision' page there's text 'Look to build on promotion to the league_name' and there's a logo there, too. That logo is missing (or is the vanilla one).

    That league there is a lower league, and has multiple groups.

     

    I expect that here FM uses an ID (and logo) which "means all the groups" or is "common" for that division. (Sorry my English.)         Am I right?

    And this means that I have to do a logo for each group, but also for that division. Right? And if so, then... how and where can I find these division ID's? Can they be found from the game itself, or only using the Editor?

     

    Here is a pic. (I'm  usin OPZ Elite skin.)

     

    Edited: Most likely I "solved" this problem myself.

     

  9. This next text is copied from FMInside (didn't copy pictures here)

    "Team Comparison

    Here you can see how these three teams can be compared to the staff of other clubs in your league.

    The bars show how your team scores in a certain attribute and you see both the highest and lowest average of the competition.

    Try to score above average at all times, although you will always have to strive to contract the best staff."

     

    You can see the highest value in your league upon the yellow line, and the lowest in the bar below. That thin line that can be seen in some bars is the average line, like in Judge A in middle. But it's on that dark background, if your team's level is below average.

     

    What that MEANS? I'm not completely sure, but...

    Let's take Recruitment. You have two persons there, Chief Scout and Scout. In Judge P green bar there are that value from your staff members added. And the same with Judge A and Ana D.

    And compared to that thin average line you can see, that your team's Judging Potential is below average in your league, but Judging Ability is a bit higher than average.

    Those high max values can be caused by the fact, that some rich team can have many more staff personnel than you do, like if a team would have DoF, TD, Chief Scout and 4 Scouts.

     

    And if one bar is much below the highest line, that might not mean anything. Like, Analyzing Data is not a common skill for Scouts, but Judging Potential should be.

  10. 57 minutes ago, Freakiie said:

    issue when you start talking about these kind of gamey solutions

    I was talking about the possibility that there could be flaws that SI could fix. In player transfers. Do you think that those transfers in FM are OK?

    1 hour ago, Freakiie said:

    in a lot of cases the player will swoop in for players long before the AI even starts sniffing around

    Oh, you answered already.

     

    Yes, I know that in games there can be things you can exploit and... If someone uses them - I don't care. I was talking about the feeling of an average player. And, if this game gets too... anything, it is possible that players won't play this anymore. Not enough money, no...

  11. 45 minutes ago, Dagenham_Dave said:

    neither of which would be worth the time and/or effort SI would need to put in to achieve it.

    Yes, those difficulty levels are for SI to decide.

    But, as I wrote in my last comment, I think that many players get that 'too easy game' feeling because of those flaws in the game engine. So, the cause (for easyness) might in fact be those flaws, not the game itself.

    Do you agree that GE should be as close to real football as it can? And that tiredness issue needs improvement?

  12. 10 minutes ago, Dagenham_Dave said:

    needs SI to better represent sharpness, fitness and minor injuries in the match/graphic engine

    Yeah, but wasn't this topic about getting difficulty adjusted.

    So, I thought that if those (sharpness, tiredness, fatigue, injuries,...) are taken into account in any way (in game engine), then a little multiplier could enhance them a little bit.

    But, how to do it - i don't know. A Mod?

     

    I think that this might be the main thing why someones feel that FM is too easy. And if, IF being tired doesn't have (almost) any effect on skills (or using them successfully), then it might feel the same whatever set of players you choose into your first eleven.

    Thanks for your answer, Dave.

     

    Are there any SI Staff members around? Your opinion on this?

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