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rristola

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Posts posted by rristola

  1. I did find him from Atalanta players list. But, maybe in your save he has moved away.

    Also, if you used his family name (when searching), that special "o" letter in his name can be difficult for the game. I guess.

     

    You could try this. Just type his first name into the search bar (with enter or not). You should get a list of names. At least I found him this way.

  2. Is it so, that you got that message into your Inbox, and then you went into Squad section to set those numbers?

    And, yes, it's weird, that it couldn't be done there, but... there is that Respond button on the lower right corner of the Inbox message.

    I'm not sure, but maybe that Respond takes you exactly into those same Squad numbers...

  3. It seems that there are not that much FM players interested in this - or at least to comment on this.

    Because I would like to see some comments, I have to share some of my thoughts.

     

    - These "greyed out" players are rubbish - if FM needs them in some league level, then that level is ALREADY UNPLAYABLE. Although, maybe that league level isn't "created" for playing - it could work as "player storage", but...

    - When there are some to many "greyed out" players in any level, then what about all those unemployed, amateur, contract expired, injured, youth, unattached players - most of them also "greyed out"??? Or, that there are almost no players there???

     

    My idea is that FM (game itself) should know how many league levels it can have in any country - what comes to the amount of players.           And there has to be quite a lot of players in "storage" (unemployed,...).

    If a (human) player wants to start more levels, then he (or she) should understand that also "created or fake" players will be used.

     

    FM (game) already knows how to create these added players, because it has done these "greyed out" players.          Main thing is that there is "natural variation" in players - there are more weaker and less skillful than better players, of course.

     

    What could be done better? There can be differences between countries (or peoples). In these "created player pools" it shoud show.

        - If every kid learning to play football is taught to play TACTICAL football, then even those 15 years olds should have better tactical skills.

        - If in that country kids run a lot in their everyday life, then endurance and most likely agility should be good.

    These could be organized as PLUS or MINUS factors (attributes!), and when creating players these are used.

     

    The same way with staff. There should be enough staff members so, that an average coach wouldn't have to take a job in an amateur team - no money, no quality!

    With this improvement also this insanity could be made to go away - it is nice, very nice that you can start as "no badge at all" manager, but you shouldn't be able to get a job from second or third tier teams. Their place are in lower leagues teams...

     

    I think that if this "Player and Staff Creator" is designed well, it would have to be done ONLY ONCE - after that it would need only tweaking in those plus and minus factors.

    --  --  --

     

    Are there anyone interested in better lower leagues? For any country...

    Do you think those "greyed out" players should vanish?

     

    We can get these issues better noticed by the DEVS, If you leave your comment or vote for this.

    If any of you, DEVS, read this, write a comment and tell me if there could be any chance to get this done. This would work as long until the player/staff database would be big enough.

  4. 12 hours ago, Supermercado99 said:

    ..but can be an issue with mid-year database updates.

    Yeah, but if things were done differently, there wouldn't be these problems. (I think.)

     

    Example. Let's say that there is a team which will go bankruptcy in January 1.

    That date is written down into "Career history".

    If a (human) player wants to start a new game after that date, then team is already in bankruptcy, and he won't be able to choose its manager position, but...

    if he begins his new game when season begins (August?), that team would still exist. He could even try to "save" it.

    Anyway, that team would not vanish from the database.

     

    But, anyway, those league rules are still the same, and those changes in database is a poor reason not to get League Mods validated.

    There are teams, associations, and so many persons, staff and players, that something serious is bound to happen to someone in used database.

  5. 12 hours ago, Supermercado99 said:

    ...if teams have been deleted from the database in the update...   ...what about a bulk validator...?

     

    That first part. Exactly my point. If these Added League Mods (or even the whole vanilla game) would be separated into two parts, then the League Rules Part would always stay the same... Every season.

    That league structure or pyramid with all rules would be the frame, where all these data units would be placed into. "Frame" can be changed, of course, and after that all bits of data would have to be placed again into the frame. But that's just what the Editor does, isn't it?

    If someone wants to change something, that's fine. That would be called a Mod.

     

    BTW, that teams have been deleted from the database is interesting - why that has to be done? I do understand, if that would happen before FM24, but...

     

    That bulk validator - why not? But... could anyone get that to work correctly, if we can't get even single Mods validated?

     

  6. 34 minutes ago, FootballHedgehog said:

    Unfortunately I'm pretty sure this is an impossible ask because of how the database is structured. It would make things significantly easier on mod makers, but I don't think it's possible.

     

    At least in some Steam games Mods can be dependent on some other Mod(s). One of them is Cities:Skylines, I think.

    So, if the Editor first loads the vanilla database, could it then load also an another, user made Mod with league rules, and use them both at the same time adding/changing data into the other user made Mod, and SAVE them into two separate files?

     

    All that data from user's database would be shown just the same way in the Editor as everything from the vanilla database. Or, maybe another color...

    On the other hand, wouldn't it be much more easier to make those league structures. Just choose needed one from pulldown menu in every step. I have heard that getting those league rules to work correctly can be pain in the... It shouldn't be...

     

  7. I haven't started so many games that I would have a lot of experience, but this is how I see this issue.          For your notice: I use Mods, so those might have an effect on my experience.

     

    Once when I was starting a new game, I knew that the league mod that I was using, was not complete. There wouldn't be enough real staff members or players created into the database. Well, I knew there is option to add both staff and players in the beginning. Everything OK? NO.

     

    What I noticed was, that there were a lot of players in teams, and even lower leagues' teams had staff members like analysts in them. IMO this isn't realistic.

    At least in lower leagues players have year-to-year contracts, and there might be almost zero players in team when season starts. If a player wants his expences paid, and team has no money, then... goodbye.

    The same goes with staff - with the manager there can be an assistant/coach, but no scouts are needed, because all players are more or less local.

     

    Could these "adding staff/players" options be changed so, that the result would be more REALISTIC and that we can have more variation in game. Things to be considered:

    - tier of the team

    - budget

    - reputation

    - situation, that every team is currently in - game ALWAYS has variation on these, some teams have money and everything is OK, but some teams are in crisis

        - example - it would cause that when team is in crisis, there would be less staff members and players left

     

    So, as you all can see, it wouldn't differ that much from the vanilla game, but the same variation process would include also those "fake" or created staff members and players. There should also be enough "fake" staff/players created into the unemployed ones.

     

    Of course, this would mean that there has to be calculations (when creating the database for the game), so that in every country there are enough staff members and players, and that their knowledge and skills levels aso. have "natural" variation - just like in vanilla game.

    Now there can be situations where far too skillful staff member takes a job with no salary in lower leagues. This could be avoided with this change, too. Most of the added or "fake" staff members and players would be less skillful or weaker players.

    I think, that if this change would be completed successfully, we could get rid off those "greyed out" players. I hate them.

    Also, one calculation method could fit for every country... There could also be some special country based options for these calculations. With this calculation method lower leagues in every country would be meaningful to be played. Only Added league mod needed with this.

     

    Could this work?

    Is there a real need for this? Only me?

     

  8. 5 hours ago, phd_angel said:

    ...Whom I'm answering to: the happy or unhappy ones? Should I say the meeting below was positive?

    I don't know how these conversations are built, or how those 'reactions to answer' probabilities are defined, but this is how I see this situation. And, BTW, I'm not native English speaker.

     

    First, this Satisfied player. Previous answers have made him confident - you are doing your best. I think that he wont get upset - unless you tell him that you are going to throw him out of team! He might not agree on something, but he stays at least content.

     

    These three upset team "leaders". The biggest problem is that disappointment (or even being furious) won't spread into the whole team. Here I would suggest you to use that PROS and CONS method.

    - Positive answer - this sounds to me like just saying "Yes, I know."  IMO here lies big possibility that these three players get even furious - and the next question would be "Are you not gonna do anythng?" It is like you wouldn't care...

      There is, of course, some chance that these players understand that you have no means to do more.

    - Apologize - I think chances are about 50-50. Either thay agree, that everybody must do things better, or... they get furious and answer "Do you think that we haven't done our best!"

    - Two other are Promises - if you use either of them, you have to be ready to act accordingly.

        - Buying new player - chances are 50-50. If everyone in team knows that there is a problem with one position, then getting a new player might be a good decision. But, if one of those three plays that position, then... who knows.

          It is also possible that a new player gets some other players annoyed. Might not be that bad, because these three are (most likely) those most important (= influential) players in your team.

          Also, do you have the money?

        - Change in tactics - I think this is the best choice. But only if they "buy" the idea. This way you are telling them it's your fault, because it's about tactics. This could work, if you can find any weak spots in your tactic. Anyway, promise should be easy to keep.

          There is also a possibility that those players think that this is just too little or that it won't work.

     

    So, you are answering to them all (and to all players in your team). All players will be influenced by your decision.

    And, as I wrote, that Satisfied player is and will be OK.

     

    This meeting positive? These players came to see you, because they think your team has a major problem. Problem won't go away just like that.

    If you can give an answer, which gives some hope for these players and they can keep going on, then you have a positive result.

    If these and maybe more players lose their hope, then you're doomed.

     

    BTW, I have had situations, where players in a team doomed to relegation, have after a positive answer "We are doing OK." gone mad. Over-positive answer can have "negative" results, too.

     

    When you have made your decision, let us know what happened.

  9. First, I'm not familiar with Editors. But I use Editor files a lot.

     

    Problem that I would like to go away - with every database update there is also the need to update all league files. Is this really the best solution? Any other way to organize the structure of league files?

     

    My idea is, that league files could be divided into two separate files - league rules etc. (everything NOT dependent on database) and the NEW part of league file (all dependent stuff).

     

    But, as I wrote, I have no knowledge of what stuff there are in those league files and why they don't get verified with new databases, but I hate that good league files are not updated and therefore can't be used later on.

    So, write comments - could this be done, need for this, etc.

  10. I hope that it isn't just me - that I have missed some menu all these years, but...

    why can't manager make more OWN demands when in job interview or in contract negotiation?

    Or, if not demands, at least raise some issues like "bringing own staff in" or optional like "getting better training facilities if getting promoted".

     

    IMO that interview seem to be too much "from board to me" - except that last question. At least there with "do you have any..." question that "bringing own staff in" option should ALWAYS be there...

  11. 24 minutes ago, Johnny Ace said:

    Cards too

    I know that every (human) player makes his (her) own choices, but it isn't the best situation, that you can order your GK to play as rough as he can without any possibility to be sent out!

     

    Why are GK's handled in another way than other players? Could it be that SI has tried this, but it ended into too many GK being sent off...?

    If that, then it could be added into the game (as basic rule), that if there is only one GK (left), that GK plays VERY safe basic game, and therefore chances to be injured or sent off would be much lower.

    And, still, there have been games where a field player had to take GK's position.

  12. I agree. But, of course, there is also a little problem - how to "determine" personal MAX values for any staff person (for an attribute or PA's).

     

    Meaning: like, if you have a DoF with lower Negotiations skill, and you send him (her) to a course over and over again, should you always get a "perfect" Negotiator? I think no. What do to with this?

     

    On the other hand, I once requested that coaches could have more "specialized" courses.

    I like to start my games from the lowest point (with NO badges at all). I would like to have more possibilities to choose from a group of courses what to study. Do I need more skills in attacking or communication?

  13. I agree with that GK injury. Voted for that.

     

    Especially with the option to see the "whole" game or most of it, could it be that there would be situations, where (any) player could have an "injury" and the medical team would be called to check it out?

    Result could be - nothing serious, forced to make a substitution or a new one, medical team gives you its recommendation.

    That recommendation would make you to think, if you can take a chance with more serious injury for that player at the same game, or to make a substitution right away...

     

    With only one high class GK in your team, important games coming and possibility to get your GK seriously injured...  Isn't this what managers have to do?

  14. First, I'm not familiar with the Editor, but I'm in a "team" making a lower leagues pack.

    So, when you explain me something in Editor, use "easy" language...

     

    Problem: when years pass, those teams which promote/relegate CAN start 'moving' their location.

    Or, a team from south can end up playing in north aso.

     

    How can this be avoided?

    Or is this country based problem - there just should be more local area levels (to the lowest division), but there isn't in every country? Any way to add these?

     

    There are Mods like England lower leagues working OK, so this has to be possible.

    Thanks.

  15. 8 hours ago, phnompenhandy said:

    transfer/contract activity is left to the DoF.

     

    You are a more experienced lower leagues manager.

    Have you noticed that there would be any country where you just "can't" play lower leagues style, because the player database doesn't cover lower leagues good enough?

    With using mods or not, those two have to be balanced? Even DoF can't lure those "grayed" players...

     

    Which are the best countries to play lower leagues (number of players and staff)? England and...?

     

    Thanks.

  16. 1 hour ago, George_84 said:

    ...club has a DoF,... Is there a way to get him more active?

     

    I have same kind of problems. (With a MOD) I have a team in Finnish 5. level. I have no badges, and I was only Sunday Leagues player, so my reputation is LOW.

    Team is doomed into relegation, so its reputation is low. Amateur team, so no money. Now it seems, that other amateur players from even lower leagues won't agree to sign with us.

    I have used both the Board and a DoF in signings, but no...

     

    Could it be, that this is caused by those lower leagues not having enough created players (too much "greyed" names) in them?

    Things will change before transfer window closes?

    Could it be that I won't have enough players and my team will be disqualified from the league? (Or will game just add those grayed names...)

     

    Have you ever tried to play "lower leagues" in, well, "lower class" football countries? Can it be done in FM (number of grayed names)?

     

    BTW, in one earlier test game I tried to find a scout. All unemployed scouts had the same list of countries in their knowledge list. And none of them had Sweden (neighbor country) in that list.

        Is that more funny than sad...?

  17. 11 minutes ago, StozzleB said:

    Hi, where can I see the height and weight of players?

    Well, I use a skin, but this should be the same everywhere.

     

    In player's main profile page there are attributes - Technical, Mental, Physical - look at the bottom of that Physical column.

    Also, in list (of names) views there is a "human pic" icon in front of each name. Hover your mouse over it, and it gives a same kind of attribute view (or window).

    If hovering isn't working for you, it needs clicking, I think. That can be set up in Preferences.

  18. On 14/01/2023 at 17:15, iGoldenBen said:

    no lower league team in the 9th or 10th tier would be able to do that

     

    And that is just the case here, the less money for wages aso., the less money fot scouting. Balanced.

    I am now managing an amateur team with wage budget 0, transfer budget 0, and still - scoutind budget about 20k... That's unbalanced!

     

    I have made a request that poor teams could have scouting budget 0, BUT at the same time "local" scouting area would be changed as no-cost zone.

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