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Aoyao

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Posts posted by Aoyao

  1. 20 hours ago, bosque said:

    Now this are two brand new revelations for me :D

     

    On 26/04/2023 at 18:35, Jack Joyce said:

    Force Inside/Outside - Outside of your defensive third, where do you want to attempt to win the ball back?

    • Outside - Players will screen/protect the middle of the pitch, forcing the opposition to play the ball wide during build-up. The theory is that it's easier to win the ball back when the ball is wide, because the opposition have less available range of options due to being near the side-line.
    • Inside - Players will cut access to wide players, trying to encourage the opposition in to trying to play through the middle. The idea being that if you manage to win the ball back in a central area, the resulting counter-attack is more dangerous than one that starts from wide.

    Note that these instructions don't just change the width of your team when defending, but also affect pressing decisions and the angle in which a player presses from.

    Then you have invite/prevent crosses for your own defensive third, allowing you to have different engagement instructions for different areas of the pitch.

    When choosing your force outside/inside instruction, think about:

    • In my shape/structure, where are we most vulnerable?
    • How do the opposition like to build play? Do they have a particular weak link in the build-up who isn't as good on the ball? 

    When choosing cross engagement, think about:

    • Do we have an aerial superiority?
    • What's my opposition's strengths? Are they better at working the ball patiently or do they look to get early crosses in from out wide as much as possible?

     

  2. On 02/01/2024 at 23:20, Jack Sarahs said:

    Hi @DolphinSpain

    I wrote a brief explanation for "step up" / "drop off" in a thread last year.

    Hopefully this helps!
     

     

    What about pressing trap?

    Traps don’t affect your width, they affect the body positioning of your players opening up angles. So a trap outside encourages players to show opposition towards the flanks. And then with the right roles and duties you could try winning the ball there. 
     

    I find it more effective to use OIs to identify specific players to target and then apply things like show feet to show them away and hard tackle to make it harder for someone to dictate play.

    Stop and Invite crosses do have the effect of adjusting your defensive width.

     

  3. 49 minutes ago, Ein said:

    I agree re. simplification in that sense, with things like mentality being superfluous at this point (and possibly unbalanced in the way it stacks with some TIs). As I suggested in another thread, mentality could be automatically determined from the combined effect of various factors like TIs, roles, PIs, formation, OIs, etc.

    Like shape in FM24

  4. 3 hours ago, Ein said:

    Rather than being simplified, I would suggest that the tactics creator needs to be made less abstract (less dependent on mentalities, roles, etc). What would be helpful is the ability to create patterns of play and intertwine tactics with training to develop specific strategies. For instance, if you aim to attack in a certain way:

    For example:
    1. play out of defence (this would have its own pattern of play) until the ball reaches our designated midfield creator (say our #8).
    2. When the ball reaches our #8, our LW (#11) should cut inside to overload the opposition defender (#5) with our CF (#9).
    3a. If the opposition RFB (#2) does not follow our #11, pass the ball to either our #11 or #9 (the one farthest from their #5).
    3b. If their #2 follows our #11 to prevent the overload, our LFB (#3) should bomb forward and our #8 should switch play to him.

    And so on...

    The higher the number of patterns of play, the more unpredictable your team will be. However, it will be more challenging for your players to remember and execute them successfully, depending on their technical abilities, mental attributes, player traits, team cohesion, etc. This approach integrates tactics, training, and one's managerial knowledge into a cohesive package.

    It'll be hard to control for AI mannager.

  5. 4 hours ago, Bahnzo said:

    I've watched this video a couple times, and I think he does a good job of explaining exactly what the TI press does. In a nutshell, it controls how far individual players will go out of their way to press the ball. As in, how far from their position will they go in order to press.
     

     

      

    On 24/09/2021 at 16:49, Rashidi said:

    PRESSING HAS BEEN REWORKED

    FM22 has a new pressing AI
    .  As a manager you set your tactics up using all the tools at your disposal. During the course of a game, the pressing AI will kick in based on your choices and in-game events. In-game events can include a number of natural pressing triggers that are listed below as well as any others you could have assigned using the various options in the game.

    An example: 
    Much Higher Line of Engagement
    Attacking Mentality
    Maximum Pressing Intensity
    Prevent Short GK
    OI backline


    In a setting like this, your striker will most likely work hard to close down the backline in most cases when the opposition has the ball with the backline. As the game wears on, there are going to be times when he elects to stand off. This could happen with an in game event eg. the ball is heading nowhere. Or he could opt to press someone aggressively because the defender has had a loose touch. 

    If the striker has low stamina and a high work rate, he could conceivably wear himself out earlier and struggle later, but if he has good decisions he could opt to exercise his judgement and choose to close down only when a natural trigger happens, regardless of the OIs you are using. 
     

    Pressing has been reworked in FM22 to incorporate the proper concept of pressing triggers. These are events that happen in the game that trigger a press from nearby players. Depending on your defensive width and your overall pressing instructions, these could affect one player or more than one player.

    In previous editions of the game we needed to choose things like a split or a flank block to encourage pressing traps. In FM22, these aren’t as necessary because now the players will automatically press if several conditions occur and whether a player is close enough. This will also work in tandem with your line of engagement. So you shouldn’t be expecting to see a striker close down a midfielder if you are playing with a much higher line of engagement, if there is someone closer.

    These natural pressing triggers include and are not limited to:

    Bad Touch

    When a player takes a bad touch, he may be off balance and they struggle to sort their feet out. This is a perfect condition for a pressing trigger. The trigger is the event (poor touch) that encourages an opponent to initiate the press if he is close enough.

    Back to Goal

    When a player receives the ball with his back to goal, this becomes a trigger. He needs to turn and that triggers someone to press him so that he might be caught off balance or is forced to pass the ball back instead of turning and shooting.

    Weaker Foot

    In the game of football manager there are two ways we can affect a player who has a weaker foot. We can use OIs in combination with the knowledge that a player has a weak foot. Now this is much harder to pull off in the game and can sometimes work if used in conjunction with OIs.

    Hesitation

    Some players dwell on the ball, others simply have poor decision making, or you could be playing on low tempo with players with poor composure. Under any of these circumstances a player could hesitate and this becomes a pressing trigger for someone close to press a player.

    Edge of the field

    This is another pressing trigger which should work in tandem with OIs, and this is where things get interesting. In some cases you may just want to press a player and force him to the line, lose the ball, and give up a throw-in. And other times you may want to allow him inside because its his weaker foot and then win the ball off him after he loses control so you can quickly counter.

    Loose/ Slow Pass

    This is essentially a basic trigger in football. When a loose pass is made, the opponent if close enough should press.

    TRIGGERING THE PRESS

    When you start the game, it will seem that the only thing that has changed is a simple UI renaming change, when in reality much more work has gone into the AI of pressing.  Pressing will not only depend on the pressing trigger but how this works with everything else from LOE/DL, roles and duties, a players attributes and whether or not you use opposition instructions. OIs still play a part but in the grander scheme the other instructions and a players attributes are a lot more important. So don't worry if you are the sort who doesn't like using them.  I don't use press conferences or team talks to influence my matches either.

    Players are more likely to obey the LOE for example and a players conditioning will also play a part. If your plan is to play gegen pressing for 90 mins, the ability of your team to do this will depend on their conditioning during the course of the game and this means stamina takes on more importance. If you are not using Opposition Instructions to trigger the press, you may find yourself in situations where the ball transitions through the tiers without resistance. OIs can help and can be used to show players onto another foot, which means you can also direct where they are forced to play.  

    Pressing a player isn't just the act of closing down a player and winning the ball off him, it's the act of closing down a player and also removing his passing options. 

    Factors that will affect pressing

    There are going to be numerous events in a game that can affect them, for example.  A wingback is out of position and an opposition player is in a dangerous position, this may trigger a press from the nearest player. There are also other factors to consider too.

     Line of engagement - You are less likely to trigger a press beyond that line (but not impossible if there's a clear chance to win the ball they'll go for it).

    - Pressing TI - how much of a reason does your team need to press. If you have set a higher pressing intensity, a team is more likely to break its shape to try and win the ball, which can be good or bad. If your threshold is lower then its more likely to hold its shape and cut off spaces till more obvious reasons to press come up.

    - Defensive width - Force inside/outside will affect how the team triggers presses in the middle/wide areas of the pitch. This also affects the angles in which players press and cut off passing options.

    - OI - 'pressing ' OI - If you're in a high press it's recommended to use this on a defender in the opposition backline that is particularly poor on the ball in terms of first touch, composure etc. Your team will wait for the ball to be played to them before applying pressure and hopefully forcing them into errors. You can also still use this on high-threat players in the opposition team, but be wary since if you use this on a really good ball-player such as a Jorginho, it might work but it might also backfire since they also have the skills to beat the press.

    - Other OIs affect the pressing angles, but not the trigger itself. So weaker foot instructions will affect the angle in which players press but not the trigger. Although bear in mind players will be aware of the opposition player's footedness and adjust their pressing angle accordingly already.

    Your shape/formation affects things too e.g. if you play a 4231, when pressing your AMC and ST will shape up like a front 2.

    That's just a general summary of the changes to the pressing AI within FM22

     

     

    Press has been reworked.

  6. On 16/01/2024 at 02:04, Johnny Ace said:

    Yeah, I'm not fussed about possession, though I'm sure I did in the 4-3-3 DM thread, I'll have a look but any 4-3-3 with FBs over WBs is a good start  

     

    Exactly, think about it, 3 playmakers in midfield all looking to play risky passes into space, both wingbacks looking to dribble frequently, they can easily mispass or get tackled 

    When to tweak tempo in the game?

  7. On 02/01/2024 at 19:53, NineCloudNine said:

    Many games committed to an annual update cycle fall into the trap of thinking they must have a new feature for every release.

    I played an MMORPG for many years which did this. The result was a mess of different game systems, many of them never developed past their release because developers were already working on the next thing.

    In FM the social feed, press conferences, player interactions and touchline shouts are all basically untouched since their introduction. It’s a shame because they could be great, but the effort involved to keep them all fresh, while also updating the ME and core elements like transfers and tactics, is far too much for a developer team committed to an annual release cycle.

    Like many people I would gladly pay an annual subscription for a game with a steady data & update cycle, rather than an annual box office release which the marketing team insist needs a new thing added every time.

    The answer is DLC

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