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toolkit68

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Everything posted by toolkit68

  1. I believe some brain-working is in order to solve this - to the best of my knowledge there is no simple single line in-game that will answer this for you. Afaik the limit is 70% of the turn-over - which is easy to figure out by going to your finances->projection. There you should have the turnover for both the current season and the next 2 following ones. Wages is obviously also in finances->Wages and I believe the game is using the numbers in the very bottom of the wages screen (Player wage total-> Division team currently belongs to)
  2. Mate - if a specific wording or sentence flips you of be so polite to use quotes and dont just use 'words' or 'statements' - this is the internet! You can link to someone else's rubbish directly, marvellous isnt it? That is my original statement by the way. If you related to anything else please use the quote function.
  3. Everything in my posts is based on SI's own descriptions in the manual , in dev posts, tooltips ingame, descriptions both in game and so on. The roles of all directors is shown in tutorials, in tooltips and so on. Have you ever read anything in the game actualllay, because your question for a source feels like you have not. Edit: And if you make an assumption based of my post that i am a developer you are both right and wrong at the same time. I do develop software but I do not work for SI. I post as a normal player who has been playing the different versions of FM for years now.
  4. Source of what? Maybe try two or three words in a row? It is called sentence for a reason
  5. This entire problem is based on players doing thee wrong thing here and mixing things that are invisible for a reason and the visible and controllable stuff with each other. Potential ability is found twice - as something the player can see in the regular interface and a number value in the database. These two are not the same!!!! As to the problem at hand: The visual engine is your friend here and not someone's videos. A player that can use both feet to a certain degree is length more valuable in terms of play than one with just a single strong one. This can be seen extremely for strikers , offensive midfielders and so on. Certain methods like switching flank position of your wingers is impossible unless players have decent feet for both sides. Players listed as good or very good but being 2-footed are in general better performing certain tasks on the pitch than excellent rated players with only a single strong foot. I listed strikers as extreme example for this for a reason as I continously see strikers with only 1 strong foot being hampered in getting the ball into the box when pressed by defenders. The ones with two decent - strong feet show in the engine they cope a lot better with the same situations as they had 100 percent more options where to turn to whereas the one-footed ones can only turn to one side and often get blocked that way.
  6. Setting targets in contracts - as you could already for a while - does have influence. By setting specific goal, assist or combo of both you could encourage players to behave different. Many a selfish striker has been made into a team-friendly winger or AP this way by me. Especially the assist part is most definitely having an influence on players activity on the pitch. Goal-targets in contracts also have a clear influence as you will notice attackers getting busy especially towards the end of a season if they can still hit that goal for the juicy bonus.
  7. People dont moan about getting help but about the feature itself. It is like handing a crutch to a player with a torn hamstring instead of sending them to a specialist. Sure it helps but does it really solve the problem itself? Probably not. As long as we have had the different types of Directors and their specialities they have never worked as advertised/described/promised (use your favourite word here). If a problem persists and is covered by offering solutions that are at best hotfixes or work-arounds then people moan. PLus - this new version costs new money and the old features that dont work will probably still not work.
  8. I dont know if the AI will be able to use this as well. The current DoF is heavily bugged in a way that if you dont micromanage things yourself and offer those players to clubs for example, they will sit there and all you get is a message about the DoF not being able to offload. This is a programming problem that hasnt been fixed for a while now. Simply said it looks like the hooks that are meant to trigger certain activities are simply not working unless the player actively does something once in a while to refresh those triggers - like offering them manually out to clubs.
  9. You misunderstand the point: The offloading of players falls into a certain responsibility area which is usually lead by the Director of Football (some call them Director of Sports, Technical Director and so on but for the FM argument this is what the DoF is for). The usage of intermediaries is not questioned in general but the implementation is. At best this feature is a sub-button on the DoF UI when you place players on the 'unwanted' list - it is not a major feature as SI makes it out to be. Instead of fixing the bugged offloading this feature is promoted like it is the real solution to a problem - which it isnt.
  10. Fire-sure signs of potential wonderkids are more often to be found in their price tags instead of using the media descriptor. Leandro Morgalla is such an example. He used to play in a 3. Division club in Germany when i bought him for 2 million euro but his value was listed on the double digit millions (20-25). it took him a while but last season end he switched from just centerback all the sudden to wonderkid for a while.
  11. It should be mentioned that decisions is mostly used for offensive calculations where concentration is much more used for defensive calculations. In other terms: Decisions is used a lot when passing a ball for example. Whom to pass to or where. While concentration is a major attribute for your defensive players (includes goalkeepers by the way) - low concentration often leads to stupid opposition goals like in defensive corners or through balls.
  12. Not every game minute counts the same way afaik. If you gave this player constantly just the few last minutes in a game those might not count fully - i think the threshold is somewhere around 70 minutes (being subbed in after that might not fully count for game time). This is something i know for sure effects prospects and youngsters when playing as a sub and might be the same for that player you posted.
  13. This is pretty much in a nutshell what Football Manager is really about. You are supposed to manage things - especially finances. There is no challenge in simply spending vast amounts of money on something i 'wish' to have. Making it possible is though. Revenue streams are not just player sales. Friendly games versus 'ranked' teams can flush some extra money into your emptied coffers too. It doesnt matter if you win but you fill the stadium and get some nice revenue if done right. Dealing with the finances in a positive way is one of the major aspects of the game. Finding players that play for less than the average while still being good enough is just one option to balance those figures.
  14. This. Loaning a player requires you (the club) to have the rights of that player. That is what professional football is about since the employer acquires certain rights with that relation. One is loaning them out as they are allowed to dictate where the player plays as they hold a contract to that extend. An Amateur is not having that kind of relation thus cant be loaned out. He could play on his own there and come back to the old club if he wished so but the club itself has no legal instruments to do so.
  15. This is not something unheard of and a common thing in corporate business. There are always 'uncertain' income streams or costs that cant be calculated precisely on a budget. That is why one calculates overheads and keeps security funds for these. Discussing something here that I am sure SI has already thought about is kind of pointless unless you know more about the SI books than their financial director
  16. Modded games are just using a different database and are not touching with actual game features - actually they rely on them as much as the base game. Changing a dataset might create unwanted results if things are setup unrealistic but it is still just a dataset without own functionality.So I would assume you should be fine in future versions as long as those creators keep creating these databases.
  17. Make sure you check/uncheck the proper boxes for free agents etc - those might be the ones you get.
  18. This has to be the most unnecessary feature ever - seriously. There are currently 3 Director positions with each their speciality - Director of Football, Technical Director and Loan Manager. The offloading of players is and has to be a job to be fulfilled by the DoF as it is one of his particular jobs. He is already m,aking suggestions if one is unsure whom to sign for certain positions So instead of creating yet another sub-sub-sub-feature somewhere else the Director of Football interface and setup should be set up properly for this. In real life a club without their own knowledge about market prices and trends is doomed to fail so using an outsider without knowing those people seems to be the more unprofessional option than making sure that the DoF gets a proper makeover! Edit: I would like to emphasize the existing features once more - the Director of Football is responsible by default for the 'Unwanted list' - this is exactly what it means to offload players. The current system is at best sub-par what it could be. So please SI - dont introduce yet another extra feature that is already in the game but fix the existing problem!
  19. FM is by many means nowhere near anything 'real'. How players compete against each other and why one wins and the other loses a challenge is pretty much a blackbox too. You just assume that things are fair and real as your personal believe system suggest it is. Same goes for many mechanics in a game that is based on something in real life. The game is mainly dealing with managing the team etc - thus it requires tools and mechanics to do so without actually being a football simulator. FM has several mechanics that are subpar and unrealistic yet they are the basic part that allows the AI to do what a human does too. The entire basic setup favours the UK heavily due to unrealistic prices in that country and in long time saves this shows heavily. Unrealistic but still part of the game. You want that entire part of the database deleted as well?
  20. Footballers are workers - it is actually that simple. They fulfil a contract to deliver a certain kind of service which means if the service is below par what has been agreed on it should be possible to adjust payments for this service. That is what the fining does in FM as there are no other ways to adjust a player's payments directly other than firing them or putting them on the bench. In real life there are many more ways to challenge a contract including withholding payments etc. All this is non-existent in FM thus the fines are basically the only instrument we have left. If you personally dont like it then just dont use it. You claim you are not about cheating but are aware of that fining players influences their determination which is a rather advanced knowledge most average players will not be aware of since it is not easily documented in the manual etc. Removing an entire feature that is one of the few instruments to react to poor performance is very short sighted.
  21. The interface for scout assignments has been behaving very inconsistent. Usually I create an assignment for a scout once and only re-adjust the values when the club either enters the next upper league or when general attribute values need to be raised to keep up with league averages. This doesnt work anymore as any assignment that had values before is not reset but retains what was stated when the assignment was originally created. This is especially frustrating as the interface appears correct after the changes and saving the changed assignment. I was concerned that my scouts kept finishing assigments without finding anything constantly and every single time i was presented with an old assignment value-wise. Here is an example: This is the old and incorrect assignment. I click 'specify attribute values' and change all values to only be like this: This looks correct as I didnt want those other fields to be looked for. Now i click 'start assignment' which should save the assignment and start the job. Checking the assignment either right now or once a day has passed presents me with this: Any saving is locally only, no steam cloud saving, no access restrictions on disc for FM - before you ask I attach the save file for your convenience but this is a common thing and not related to this specific save file. In case the answer is going to be : you should not do it that way I politely ask to clarify this in the UI then as this is how it was possible for at least the last few versions without any trouble. Cheers
  22. Well - since i learned from this entire discussion that there is a lot of dark secrets in FM players are not aware of, I'll add a very simple but extremely effective method that should be used as a guideline for any decisions you make player-wise and also helps understanding the stars a little better. Let's assume you know nothing about football and you need to figure out how to measure your own people and possible future transfers against those you are up against. Also assume this is the very first day of a season and all we are going to do is happening on this very day. This system works for any size of club and also for any league and does not require special quality staff! Open up your Squad screen and go to -> Analyst Report -> Comparison. The displayed data might vary in accuracy once you have actual staff on those positions that feed this and the better the staff the more accurate this info will be - but it also works with a very basic club setup. The overview will start in General which is the least helpful one and should be ignored for now. Click tab Physical and deselect goalkeepers from the 'show only' section. This is true for any section for now as goalkeepers have such a special set of skill-mix that you need to look at them on their own! What you get now is something like this: In the lower right you can see that i hover my mouse above Stamina currently which tells me that my own squad is roughly 0.3 points below the average in this league. This is not what you need to begin with - you simply want to know what the average value for your league is here! So since we can not assign any fractions of attribute points to Scouts or any other functionality in FM we have to round things up and down. I tend to always round up to be on the save side of things. This little overview tells me all the averages for all physical attributes in a glance on a single screen. Since i did not make a difference between player positions this is a true average. Defenders usually require more of certain attributes than attackers for example - but we will ignore this for now! Next step: Write all those average numbers of your league down and repeat this for both technical and mental too. Make sure to deselect goalkeepers in those too! What you have now is basically the foundation of how those stars and texts of scout reports relate to. All those numbers on your dirty little notepaper have to go somewhere now. For all this to work you should roughly understand that this average is more or less the absolute minimum your player should fulfil to be of any real value in this particular league. Dont overthink exceptions but stick to the overall average first. Open your preferences and go to skin colours. Now assign a distinctive colour to the section 'average' and also define the values here. You are free to do this however you like but some stuff has simply proven to work - like taking this average and adding 1 up and subtracting one down to define the range of 'average'. Average in scout texts mostly means 'decent' or 'standard' by the way. Repeat this for 'good' attributes now. Good attributes are roughly 1-3 points above the average - this is also a range not a fixed value. The longer you play the more you figure out what works best for you. Anything beyond 'good' is 'excellent' - those are your Superstar guys and they get a distinctive colour as well. (NB: I personally use different shades of green for those to indicate they are positive) Now we have everything left below average. This is something you have to decide on your own but it also requires its own distinctive colour setup. You will constantly be bombarded with those attribute views and the colours should be setup in a way that you dont need more than a glance to make quick decisions like - scout fully or meh and so on. I personally found it best to give below par attributes a very alarming colour like flashy red or orange but with time that became a problem due to the sheer mass of information. Now i use very distinctive colours for 'good' and 'excellent' only, use the default white for average and a dark colour that matches my skin to fade out anything below par. This is just an example of all the possibilities you have here for your overall setup. This setup has only to be done once per season but has massive implications on everything you look at from now on. Every scout report shows attributes - these will have proper colour codes now to support your decision making process. It will allow you to see quickly if the Scout is a liar or incompetent too because claiming to have found a superstar with half of the attributes in below-par range will show you just that! 1 setup - overall massive help for almost everything. Since players change attributes during a season both up and down those averages are not really a fixed value. But i recommend not to overthink this. By doing the round-up thing i mentioned above you added some wiggle room already at season start and should stick with this setup all season through. Rinse and repeat this process both at end of season and/or beginning of the next season. Any scout reports that are still floating around or entries in your shortlist should be rechecked once you changed the averages again! This should hopefully answer the questions about the scout texts and the stars and how they relate roughly to your league. Any average changes constantly when you deal with dynamic data which you do in FM since players play games, train etc. Just because there are tons of click-bait videos and lists out there that claim to know the 'best' player does not mean they make any sense in your own league. A single excellent player will be unable to perform properly if the rest of the team is below-par for that league. Messi can not score enough goals if your overall defence is leaky as **** or your midfielders collapse mid-game due to lack of stamina etc. Averages are actually your best friend in FM.
  23. There is again no simple answer to this one since most of the system is blackboxed. So a lot of 'assumptions' and 'believes' are floating around that entire part. I do get your point of making relativity to each other floating on a case by case basis isnt really ideal nor smart as the confusion of every single new player shows. But this is on the other hand experienced all over the place and not just with stars. A right winger with both feet almost equal doesnt mind which side he plays on yet the game insists on he is a right winger because he hasnt really learned left yet - but both positions will use the exact same attributes. So the assumption that it is all based on an average of attributes cant be right. My point being is: The star system is a helper function and not a decision function. Take people like me that are not breathing, eating and sleeping football in real life. When i started playing FM the stars where an actual help for me to decide which player to choose. This might not have been ideal but it worked. Once i understood more of the different roles , positions and the actual relation amongst them while on the pitch things became much more attribute oriented only while the stars became secondary but had still value for quick decisions. The majority of players dont want to play excel in colour but want to deal with the fancy football stuff. So SI had to find a way that quickly presents the player with some form of tool that helps them to make decisions. For all others they are just an outside wrapper to indicate total crap or something useful inside.
  24. When you hover over that letter in the report it will actually tell you exactly what Obasa said.
  25. That would work better - yes. He isnt the best technique wise though but that can always be solved by intensive training since he has lot of development room left. In terms of the foot thing: This seems to be something caused by the better engine in FM22. Players behave a lot more naturally now and thus the foot direction seems to matter much more than in former versions of FM. I would still suggest to immediately start his weak foot training once you signed him. Wingers tend to be pretty fragile at times and having all wingers with at least a 'decent' other foot allows you better substitution choices.
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