Jump to content

rristola

Members+
  • Posts

    252
  • Joined

  • Last visited

Posts posted by rristola

  1. 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.

  2. 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...

  3. 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?

  4. 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?

  5. I'm not qualified to analyze how difficult FM really is, but I think it could be good to have some kind of a difficulty setup. A bit easier version for new players, and more difficult for veterans (if they wish).

     

    First. Opinions from you veterans - are player transfers too easy, and are there tactics which will make you win most of games?

    - Like, in pre-season you think that you would like to buy a young star, who just played very well last spring. With your FM experience, do you expect to get him? Even if you are in a 'second class' team?

    - Question about 'all winning' tactics. IMO there should always be something that you can do against any tactic - are AI managers really doing all what thay can in FM?

      Does anyone watch whole games in FM? Are there moments where you think something is wrong with the opponent, or like 'what a stupid manager...'.

      With this I'm just wondering, whether tactics are balanced well enough, or could it just be the difference in the quality of those two teams. I don't know.

     

    Second. Possibilities to make a difficulty setup.

    I do agree that this should be made in a way that is as simple as it can. (I don't know how FM makes these calculations, but maybe you get my idea.) Suggestions:

    - Transfers. When you want to buy a player, the factors describing the desire to want to buy that player (by the other teams in line) is multiplied with some number.

      That way all those other teams would be ready to offer more money, but the actual 'worth' of that player wouldn't change.

    - Making fatigue a more meaningful factor could make this game more difficult.

      - It would affect your training - with some fatigue multiplier it might be unpossible to keep up players' stamina levels during season, so you would have to give extra physical training for those who don't get minutes on pitch. Those who play much couldn't train effectively.

        Being tired would also have increased effect on sharpness. And getting injured.

        And if the game engine takes (well) into account both tiredness and lacking sharpness, it would be a BAD, BAD decision to put that kind of a player to play.

        Also finding suitable players would need more work - to choose someone with good stamina level, or with good skiil set, but to be ready to give him rest at times.

     

    That could be a way to make us, players to be more alert when playing FM. It wouldn't be wise to use any ready training schedule (or ready anything), and leave everything to go on its own. Choosing your team would also be more precise work.

     

    My last question is - could this difficulty setup be done as a mod? Do you know any skillful modders?

     

    (Sorry my english - not a native.)

  6. 17 minutes ago, Dagenham_Dave said:

    You can already start the game with fake players

    Yes, I got that. But I think that most of players would like to use real players, if possible. It's nice to give orders to Haaland aso.

    On the other hand, I just realized that leaving lower leagues out could be a licencing thing, too.

  7. 7 minutes ago, Andy1979 said:

    Start as a sunday league footballer with no badges makes it harder to start with.

    That is just my kind of playing style.

    Only thing is, that SI should make some decisions on these managers with no badges - can they really be managers even in VNL North/South, or in that same level in other leagues...

    Should SI divide FM into two parts - leagues with complete staffs and squads, and then ONLY the league structures (with fake players) for the rest. BTW, this way FA Cup  could be complete.

     

    Also, FM isn't, IMO, that good with lower leagues. I have suggested things like possibility to get some money with fairs aso. just, because 1 000 pounds (or euros) is a lot of money there.

    One interesting point is, that when a lower leagues team has zero pounds in transfer budget, zero in wage budget, it has maybe 10 000 pounds in scouting budget... Really...?

    These money making chances still would take time away from training, increase fatigue, aso, so there's also the negative aspect.

    This way SI could also get rid of 'greyed' players. It should be clearly pointed out, that some leagues can be played with real players, and choosing more leagues there will also be fake ones. But, please, NO greyed players!

    There are also other issues like getting good players to sign too easily (into a lower leagues team), but FM is focused on the main leagues.

     

    Would this increase difficulty? Well, as Andy1979 just commented, building your reputation when starting your career takes time. With fake players in lower leagues nobody could make use of premade player lists or use players you already know.

  8. First, I prefer a simulation. I am not an experienced player. Now I haven't played for a while.

    Second, I think that some kind of a difficulty setup would be great. It might get more players to play FM. (And for SI more money to make FM even better.)

    Third. This difficulty question isn't just yes/no issue. IMO. I'll try to explain.

     

    Of course, there are things that player can do himself. Like to do ONLY managing. Signing other personnel, scouting,... for other staff to do.

     

    I prefer using mods when possible, and thank you to all skillful modders! You can hide attributes with skins, and who could forget 'Increase Realism Megapack by Daveincid'.

    And this is how we could get more realism into FM - I think that SI won't/can't study all statistics what happens in football country by country, league by league (injuries, transfers, reputation, wealth,,,), but with mods these things can be adjusted.

     

    And then, things that SI should change.

    - You all know situations, where SI announces that 'there's something wrong...', like what happened with GK injuries. Flaws like that.

    - At least I think, that if there is a tactic or a set piece or a team that is too powerful, it should be asked if that could happen IRL. If not, then there is something wrong with the probability numbers. There should be at least some kind of countermeasures for every tactic. Winning all corners with headers...?

      This is the main work for SI.

     

    Then one last thing. This can't(?) happen IRL.

    I usually start my career in lower leagues. Maybe one scout. I should find a few new players, so I like to use try-outs.

    - There is a limit, that you can INVITE only 30 players into try-outs. But, after pushing the 'Continue' button you can invite the next 30.... That should be changed into a limit for players in your squad - either all combined or try-outs.

    - After these try-outs come into your squad, too much info is 'already known'. Without any training session your coaches and scouts can give you pretty good report on that player. How...?

      That info gathering should take a while. And the worse skill attributes your coaches have, the longer it should take, and the less approximate numbers they should be able to give.    (In my games lower leagues coaches have skill attributes usually 6-7, not more than 10.)

     

    So, IMO there are things that could be done to make FM better. And a bit more difficult. Flaws should be corrected. Goal - a simulation. If you can be the best there - good for you.

  9. Title says it all.

    I'm looking for a new job now, and I have always wondered why are there all these possible jobs listed?

    I can understand that someone could start his/her manager career as Assistant Manager or Coach, but as Physio??? BUT, would FM even 'allow' that? This game is about managing...

     

    Is this 'option' a relic? That these other jobs were sometimes planned to be included?

    Has anyone started FM as anything else than the Manager? And if, then tell what was your job, and how it all went on?

     

    Thanks.

  10. 5 hours ago, Zachary Whyte said:

    update did not remove goalkeeper injuries, but reduced the frequency, GK injuries will still occur

    And because a lot of different things can be part of an injury, like fatigue, weather, playing tactic, aso., it will take some time to be really able to judge the frequency being correct. With time I mean a lot of seasons played by us, managers.

     

    Another thing that MIGHT have been wrong with GKs...

    There has been comments that GKs won't be sent off (NOT in FM24, in earlier versions). Although it isn't impossible!

    Because GK injuries didn't happen, and no GK sent offs, there were some of us, managers, that didn't have a second GK on the bench - ever.

    Even as extreme delaying the game as possible wouldn't cause GK being sent off.

    Is there anything new with this?

  11. 3 hours ago, nico_france said:

    Are others updates incoming shortly ?

    So, this was published with the recent update: (copied from Steam)

    --  --  --

    Content Update changelist – Coming soon


    We are also working hard on a wider list of updates with a near future target-date to address some of the other feedback we have received including:
     

    • Improvements to AI squad building and substitutions logic
    • Further updates to the match engine
    • Updates to player interactions
    • Quality of life improvements
    • Additional stability updates & bug fixes
    • Localisation fixes and updates
    • Data updates

    --  --  --

    IMO that might not even be the 24.2 update... Maybe 24.1.2. (At least I have now database version 24.1.1.)

    And if those   player interactions   can ruin your teams morale, as told, then that next update should come ASAP.

  12. 1 hour ago, Brad0026 said:

    What database fixes are being done?

    There are at least some kind of licencing things. This can be found in the Comment on Update:

            What we cannot do is add players to the game that joined after the data cut off point – the roster list is set at a particular date as part of the official licensing agreement, and that’s how the license works for us and other partners.

     

    2 minutes ago, Zapoleon said:

    if they had said its coming next month

    Sad part here is, that there will be an update soon in a few days, but also another... SOON. How soon - maybe even SI doesn't know that yet.

    I'm a bit worried about this bit of info in the Comment      Updates to player interactions         in that update coming on later.

    I have seen comments that these interactions can make your team furious for a long time. Not good.

    It seems that it's better to wait for these both updates.

  13. 1 hour ago, forameuss said:

    collision of IDs, which isn't going to be a huge issue for your average user

    IF, and again, IF the player community would like to take FM into a bit lower in playable football tiers, then it might be.

    Explaining, I don't know how "deep" data levels go in each country, but what if players would like to start from regional levels? From the home village's team? Are all cities, villages, stadiums, players, staff members,... so, all data items already in the vanilla database? Well, differs country by country...

    If not, then those data items would have to be added using mods. Every different set of mods would end up with a different game save UIDs... And graphics partially mixed up.    And, I think this happened to me and mods I used...

    Edited (added) - And because there is this option to use added players and staff, then it would be enough just to create the correct league structure, and add the graphics...

     

    Well, I don't know how many players want to play other than the main leagues, so... this is for SI to solve.

     

    Thanks for your comments.

  14. 1 hour ago, forameuss said:

    I can see why the attitude of "it just works" is fine here.

    It could be so. But, if SI wants us, players, to make different skins, make more accurate "realism" mods, add leagues and add a lot of graphics, then it might want us to find a nice easy way to compile a new game save. With problems solved.

    My opinions has been that SI would love FM to have more leagues, and also lower leagues, in it. It just can't rely on that they can get all needed scouting done (costs!).

     

    Little reminder, I haven't done anything creative with the Editor, I just don't know it.

    That one in mind - I just realized that I pretty much wrote how those new saves are created nowadays. With a wish there could be dependencies.

    Yeah, not gonna work.

    I will leave this issue to SI.

  15. 4 hours ago, forameuss said:

    I've been doing some work into this kind of stuff

    5 hours ago, magicmastermind124 said:

    editor files being amendments to a database

    Wouldn't it be, in fact, quite simple to re-organize building a new game save with added editor files? Just the same way 'vanilla' game does it now. With a little change.

     

    My idea is that every modder would have his/her own ID and the same way all his/her mods would have own ID's. Or those two combined, whatever.

    Every new mod would use its own set of UID's. BUT, only for new data presented in that mod. All existing data (in vanilla game) would, of course, use their vanilla UID's.

    The same with borrowing from another mod. There would have to be dependency (have to name mods used), and then it would be OK to use UID's from that mod.

     

    Graphics files are a bit different. Only thing those files need is a mention which mod files are compatible. Like, 'this added graphics file is for modders XXX mods YYY and YYZ". And this is needed ONLY in mod-to-mod dependencies.

    Graphics for vanilla items are fine even now. Those dependencies could also be added - might need some re-naming.

     

    When the 'vanilla' game is building a new game save, it will have to build its own set of UID's (containig all needed data bits). That would need only a bit more complex "building engine" to secure enough UID's to everything. And, if there is a conflict, then NO new save!

    This way it would not slow down playing the game, because the set of UID's (of a new save) is built only once.

     

    I'm not sure, if this would work. But this can't be an impossible mission. And, because you are familiar with the Editor, you can move this discussion into Requests, if you wish.

  16. 2 hours ago, magicmastermind124 said:

    determined by the order of files

    I will first try "following" this rule. Files can always be re-named...

    BTW, if SI wants (and might be counting on) that players make mods correcting rules, and adding leagues and graphics, then it's quite odd that there can't be "dependencies" between mods. Si should think about this.

     

    Thanks. I will contact you if needed.

×
×
  • Create New...