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SHK-555

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Posts posted by SHK-555

  1. 16 hours ago, Hzano123 said:

    The main thing is that Davecide added multiple award ( like best young player of the week, month, year), best players in reserve competitions, etc....

     

    This artifically create hype and boost reputation of young players like in real life and ironically make them organically being chosen able by the AI Manager since they focus way too much on reputation.

     

    That's quite damn smart

    No I don't use that file either, I think it's the staff attribute adjustment and youth rating game importance file which does it

  2. 58 minutes ago, tezcatlipoca665 said:

    Davincid's FM24 mods are the closest you'll get to forcing the AI managers to develop young players, and it's mostly because the mods increase both injuries and player fatigue across the board, which pushes AI managers into playing youth in more first-team games than the vanilla version of the game.

    Other than that, after having tested the vanilla game multiple times - no, the AI doesn't develop talents. There's a strange and somewhat regular occurrence of national teams prioritizing youth players with high potential by calling them up to their first-team squads, even if they haven't played any league games for their respective clubs, though. It's like they're programmed to call up one or two token players that way.

    I use Davecid mod without injury file and the AI still develops talents. Warren Emery had like 39 starts for PSG at 18

  3. 13 hours ago, damjanovski said:

    I do like very much the last update. For me, the most important is the match engine and although it is stated that the changes are minor, I see actualy big difference. What do I mean: In the previous version, the match engine was prety robotic. The passes were very quick and pinball like. Now, the passes, build up play are much smother. Even, the shots and GK saves feel more natural. 

    I hope this will be the final update. 

    And, for all the players complaining, this is by far the best FM version ever, and I played every single one since 2003-2004 CM.

    Yeah I've noticed this as well but noticed  this after the winter update and definitely agree this is the best FM ever, the type of goals and variety is insane, been playing fm since the beginning of championship manager. I've seen Players flick the ball off their chest to bring it down to play it off as a pass, first time looping volleys, Tony Yeboah type cross bar rocket goals, it's amazing

  4. 2 hours ago, g1nh0 said:

    this is your personal opinion, you can probably find a host of users who find the game too difficult to get to grips and complain about scripting, cheating

    I don't disagree with some players finding it harder than others - but to claim this is a realistic game this year, is far from the mark. Many players have complained about the difficulty of the game, with proof of how easy they have found it. I personally also had an unrealistic scoreline in one of the games, being Man City winning 10-0 at home vs Liverpool. And here's a screenshot of another post patch. There's no way I should be capable of not being outplayed away at Old Trafford against a strong side with a vastly inferior team.

    image.png.d46fd03386b23b0742626690e4d0d8ec.png

    image.thumb.png.503b9e874eab790bd9904a1acdae00cc.png

     

    This again is a personal gripe, I find the new set piece to be great and much more options than there was before

    -False statement. Now, you can only leave 2 players back 100% of the time when having an offensive corner, where the AI can choose to leave 3 players up top to hit you on the break leaving you exposed. Previously, you had no limitations in how you chose to place your players and on any set pieces, and number. It's unrealistic not to be able to adapt to being outnumbered in a set piece scenario.

    I would like to have the option to have at least 3 players back 100% of the time, maybe 4 in such a scenario so i'm not exposed late on in a game when I am defending a lead.

    I would also like to be able to pick a particular danger / target man in the box when defending set players. You used to be able to man mark a danger / tall player, now you cannot on both accounts.

    Additionally, you now no longer are able to set any varied routines for throw ins (such as short, mixed, quick). So less options to play with, and less of an ability to counter how the AI / player chooses to setup their routines.

    So I don't know how you can claim there are more options than before. If anything, it has been simplified to be more friendly to the casual player. (which seems to be the direction SI headed with this year's game, with it being no challenge this year)

    It has the potential to be good - but like everything else, all the new features were implemented poorly, and in the instances of set pieces you have less options. And well, since the update they appear more broken than they were, 39 goals from corners in 46 games which is way too many!!:

    image.png.36eaf2f619206ad8c05bb5d2f3e2bfcb.png

    You'll need to expand on this, way to broad a statement to make, personally I've seen some great positional play leading to great passages of play 

    -Mentioned this on previous posts. You only need to refer to tactic testing websites (FM Arena) which shows the complete imbalance of overpowered roles (espec x2 DM-S with neither holding are used in all the top tactics this year with both wing backs bombing on which should leave you very susceptible defensively but currently it does not  - also players not able to play in this DM position effectively but are employed there, doesn't make the tactic significantly less effective when it really should)  and the engine much easier to exploit this year, resulting in players using identical tactics and roles when playing online, because there are no logical tactics that are as effective). But I guess you will need to play in such an environment to experience this yourself.

    I'm not saying positional play is a step backwards - it is a step forwards, but the implementation has led to it causing a balance / exploit problem, which this year is very widespread.

    Things highlighted early such as the set pieces and exploitation of roles should have been focussed on to make the final product an improvement from an earlier build - but nothing has improved, nor does it appear there has been any attempt to improve anything. That is my gripe.

    So you can't leave more than 2 players back, I would hardly say it ruins it everything else. How about what the new set piece creator allows you to do? There's more variance which shakes up the gameplay and the execution plays out on the pitch to how you created it.  this year the set pieces are pretty simple but also detailed. you can have multiple routines. i just have 2 best guys attack near post with another guy sitting back post. then 3 guys on the edge to win the clearance and prevent counter attacks. have the corner taker do a near post inswinger Of course there are limitations, it's a game it's not going to give the option of every single variance that you can do in real life

    As for the game being too easy, if you are using the top tactics from FMarena which are designed to exploit the engine and be game breaking of course you are going to overachieve. According to the image you did get outplayed by Manchester United but you beat them by being more clinical. But like I said if you know how to exploit the match engine which is a possibility in any engine, then don't be shocked when it becomes too easy for you

  5. 4 minutes ago, g1nh0 said:

    Basically everything, and at least show some care for the product with a willingness to improve what was implemented poorly and issues highlighted very early in the cycle.

    *game has in general regressed, and much less of a challenge, which goes against a realistic football management sim SI are supposedly aiming to create

    *set pieces implemented poorly, both with how it functions, realism and ability to micromanage certain strategies

    *positional play ruined balance of the game, particularly affecting online gaming, ultimately being a poor implementation overall

    *player interactions not functioning to an acceptable level

    *bugs highlighted early this year and previous years never fixed, thus seemed to have been ignored completely

    *communication with player base extremely poor

    What could they have done better? At least improve some key elements above to at least make this final game play at a reasonable standard and show they did care about this final product & player base, with players also appreciating that time would be limited and not all able to be fixed. But zero time and care was shown to try and achieve any fixes / improvements to areas holding a degree of significance.

    A 2 out of 10 quoted I think summarizes this year's game perfectly as an overall rating, being both as a general product (which I would give a 5) and the care / attention given to it (reducing it to a 2).

    The game with the most tools and potential, but ultimately the lack of effort placed within it has resulted in something very lacklustre to what was promised/expected by consumers, in both gaming and non gaming aspects.

    Half of what you highlighted is personal gripes, it's not a widespread issues

     

    *game has in general regressed, and much less of a challenge, which goes against a realistic football management sim SI are supposedly aiming to create'

    this is your personal opinion, you can probably find a host of users who find the game too difficult to get to grips and complain about scripting, cheating

    *set pieces implemented poorly, both with how it functions, realism and ability to micromanage certain strategies

    This again is a personal gripe, I find the new set piece to be great and much more options than there was before

    *positional play ruined balance of the game, particularly affecting online gaming, ultimately being a poor implementation overall

    You'll need to expand on this, way to broad a statement to make, personally I've seen some great positional play leading to great passages of play 

    *player interactions not functioning to an acceptable level

    I agree this is a widespread problem, but nothing ground breaking more frustrating

    *bugs highlighted early this year and previous years never fixed, thus seemed to have been ignored completely

    I think it's widely acknowledged that some of things can't be fixed on this engine which is what we're hoping will be addressed in fm25 with the Unity engine

    *communication with player base extremely poor

    I don't agree they've given us road maps I think only the winter update didn't have the roadmap outlining what was to be expected.

    I think the game plays at a more than reasonable standard, I mean if you only focus on the negative of course you can make out it's substandard. No one mentions all the things the game does right and of course it skews peoples perception on how good the game really is

     

  6. 14 minutes ago, g1nh0 said:

    Honestly, I think a major contributor is the fact we were promised a whole host of things within this year's game release, which ultimately would be the most polished version of FM.

    It couldn't be further off the mark, and every new aspect that was implemented, was done so extremely poorly - and with a complete lack of care shown for this year's  game too, makes this year's game overall a dreadful experience - at least to those familiar with the series, and those wanting a progression from last year's game along with a challenging one.

    I'm happy with the M.E i think some issues with player interaction need fine tuning, but I've not seen anything game breaking in the game to require a major fix which is what some people are acting like was missed. I certainly wouldn't call it a dreadful experience, I mean I was hoping for the winter update for them change the M.E but I fully understand why they didn't with the risk of throwing something else off in the game and then we complain that they ruined the M.E I don't think SI can win here, like seriously what did you expect them to change to make it not a ''dreadful experience''?

  7. 1 hour ago, Wolf_pd said:

    In general IT terms, while a certain release will be 'locked', users can always find bugs. So, while it won't be fixed in FM24, it might be helpfull unearthing bugs in the FM25 build (because FM24 code was re-used) and that helps us all. No waste of time in that case.

    that's all fine, but it's still misleading for people reporting with the belief there will be taken into account for a future patch for fm24. I give the benefit of the doubt that Maybe SI were still open to changing something in the M.E if something fundamentally was game breaking but still believe they could have communicated and given people the heads up about non changes a lot earlier and or closed the bugs forum

  8. 1 hour ago, forameuss said:

    And where exactly have they explicitly said they are "satisfied with it"?  I'd be surprised if that's ever the case.  It's almost like there's a lot more to fixing something in a complicated system than a Disneyland style "if you just wish hard enough".

    ''there will be no further changes to the Match Engine in this final update. With every release of Football Manager, our Match team strive to elevate the matchday experience and step closer to creating the perfect simulation of real-world football. With FM24, we're proud of the progress we've made towards that goal with the best match experience in the series to date''

  9. Appreciate the heads up about the upcoming patch. I'm ok with them not touching the M.E even though I think goalkeepers could be tightened up and late goals could be less, but you can look at the chelsea united game to see that late comebacks do happen, it's still great and it's probably safer not to touch it in case it screws something else up. Happy with the M.E but player interaction should definitely be looked into a lot better

  10. 3 hours ago, robevz said:

    anyone?

    the only countries which can't have a tycoon takeover is Germany, Finland, Denmark, Sweden, Brazil and Turkey. Portugal is not included in the list, Tycoons are pretty random and more often than not are likely to fall through though  there is a way of engineering one

  11. 7 hours ago, Kcinnay said:

    And we differ in the eyetest. I want to see different things from my teams (real life and FM) when I give some instructions. When I set up a very direct tactic, with the appropriate over the top settings, I expect to see an awful lot of direct balls and - of course - a lot of turnovers, loss of ball possession. Just compare to the gameplay in FM 23.

    I don't know I just understand the limitations, sure I realise some of the roles and duties are restricted which ends up producing repetitive outcomes, it's a far cry from the sliders, but formations and style of play to your liking can be implemented maybe not to extreme levels but close enough to play like a man city tika taka style of play if you wish.

     

    I would like to see more counter attack strategies being more viable, as attacking gegen press seems to be the go to but that's reflective on how most teams play in real life. I just think if you focus too much on whats wrong, you don't appreciate all the things the game does well in replicating a football match on the pitch from the players movement, unique player i.d in a database of millions of players, animations and up to date data and then you have the option of creating your own database to create your own footballing world made up of your own rules. As for FM23 i hated it, it felt robotic and defensive play was nonsensical with defenders not being able to deal with long balls or they would randomly stand still and wait to be disposed. When errors happen on FM24 they look buyable and organic 

  12. 2 hours ago, Kcinnay said:

    What balance? I have the feeling the ME was destroyed from the beginning by letting all teams play the same. Try to play a tactic that doesn't involve positional play roles, doesn't rely on keeping possession and wants to really hard press or be a low block. You won't really succeed. Not that FM23 was perfect, but there were clear playing style distinctions, distinctions in the statistics. In FM24, tactically you can make a lot of different things happen, with any team - as long as you're focused on possession and dynamism and don't bother that much about direct football or defending altogether.

     

    I've played various recreation tactics and they play different. AI teams maybe look like they play the same, but as a player I can play any style I want. FM23 was the worst in the series in my opinion simply for fact playing away from home your entire team becomes donkeys

  13.  I think this is the best fm since fm21. Yeah there are quirks and flaws with the UI and player interaction but the M.E is very good, yes there are flaws in it which I think could have been tweaked for final winter update but's definitely a step in the right direction if fm25 can build on it with much better graphics and more immersion. I can now see why SI didnt tweak it as a lot of things can go wrong with the balance and then we'd all be complaining that they destroyed it

  14. 11 hours ago, akkm said:

    No one is saying it doesn't happen at all or it's non existent...I'm not sure where you formed that impression from...perhaps you've seen a frustrated user indulge in hyperbole but clearly that's not the case so there’s no need try to prove something that doesn't need proving :).

    I do think it’s great you’re trying to help here and it’s all very obvious things you’ve pointed out and I get more casual users mightn’t see those things so fair enough but unintentionally you’re clouding things a little for SI to draw proper conclusions here.

    I broadened my point to mention creativity earlier rather than simply through balls but you've fallen into the 'its your tactics' fallacy.

    It may come down to expectation or view of football but the issue I've talked about at length at times is 100% a match engine issue. I have said certain elements can be mitigated with some tactical tweaks/levers but overall it’s beyond contestation it’s a match engine issue with behaviours that aren’t being coded well.

    Also, you pointing out 3 through balls in a match and concluding everything is ok with through balls and central play is doing a disservice to the issue and isn’t helping to resolve it. This is how conspiracy theorists operate. Essentially someone forms an impression about something and then frames everything through that lens and sees/extracts what they want to see with an example of something, ignoring the majority of information to reinforce their impression of something (bias overrides rationality if you will). I'm not for one second saying you're a conspiracy theorist by the way :).

    This is what you’re doing here by thinking it’s a tactical issue and something which can be resolved with tactical elements and seeing 3 through balls and saying…well there you go…but you’re missing the bigger picture overall and not observing patterns and making proper conclusions.

     

    I’ve tested the match engine thoroughly using many variant tactics and tweaks. One example is observing closely and experimenting by managing both teams in a match (watching in full match mode) revealed issues with quality play and creative passing & movement. With one team I moved all players to the wings bar 2 up front…so essentially the centre is free from impediments that would prevent good central play so it takes any perception of ‘its your tactics’ out of it.

    Some of the actual play that unfolds is just dreadful at times. I’ve done it with Liverpool and the way the team sets about to attack space trying to pass and move is legitimately bad too often. Sometimes the decision making and awareness of teams mates is shockingly bad. That’s not to say there isn’t any good play at all…there is absolutely good play for sure and good pass selection, through balls, good weighted passes at times and all that but overall you’ll see patterns that mean perceptions/opinions formed about the match engine can be somewhat illusory at times.

    The main patterns from an attacking perspective are:

    - The creative or even obvious pass isn't selected at times where it should be and supporting runs to provide options aren’t made. The final engine has been best of this year's iterations in terms of selecting pass when it’s on but it's still not good enough. The off the ball runs are not good enough either

    - The attempt at a creative pass is played to feet more than it should be where it should be played slightly ahead/ahead into the path of the player to run on to. This is quite glaring when space big and small is there

    - The angle of the pass can be off...it seems to favour more angled passes left or right rather than straighter passes vertically (along the ground)

    - Lots of moves break down where a protective mechanism seems to kick in to have the move break down…be it sloppy control, bad pass choice, awful awareness of others around them etc but a pattern emerges to see issues are there.

    This exercise shows that the match engine is not simulating fundamental footballing behaviours well enough to be on point… be it movement/pass selection at a basic level. If this is the case with an abundance of space then it’s even more compromised when normal tactics are employed. So elements of it are good but overall lots of examples of just bad play…far too many to be fair to suggest central play is good, let along adequate. That take would just be misguided.

     

    Overall, of course there are lots of good and even great things in the match engine but central creativity & the ability of players to operate in there is 100% an issue and often is an issue with the engine. If you don’t see that then that’s fine but it’s still an issue nonetheless and 100% is not tactical on the whole. I don’t mean to sound harsh and I’ve seen you make some good posts…just not here taking the bigger picture into account as we keep seeing this issue crop up in FMs match engine over the years and some people defend it and feedback that it’s ok but on the whole for the integrity of the simulation…it’s not ok.

    Can the engine produce some through balls…yes

    Can the engine produce enough good quality passing & movement, ability to operate in tight spaces and good creativity…nope.  

    As @XaW said each to their own…and I agree 100%...it should be a case of each to their own and each can garner what they want out of the engine being able to play whatever style they want but unfortunately that’s just not the case.

    It’s misleading to suggest that it is and prevents the engine from being developed/enhanced as there are key pieces missing (not saying anyone is doing that intentionally) . These elements require improvement to make the simulation more versatile, more varied and most importantly…more realistic

     

    The non existent or rare instances of threaded through balls is one of the main big reasons why I gave up on M.E 23.2 along with the poor decision making of players which I was hoping it would be tweaked for the winter update but they didn't touch it. It can be done because it's not an issue on 24.1.1.  and I don't need to play any special formation or use any special instructions it's simply innate feature in the engine and as a result you see beautiful goals and great passages of play. Players regularly play through threaded through pass's whether long or short regularly when there is space and most of the time wingers and fullbacks look for the man free in the box instead of shooting. On the current M.E I noticed players make illogical decisions in key areas of the pitch, in the final third they will shoot or keep running when there are players in better positions especially wide players and full backs. Then I noticed strikers would be starved of service because the creative midfields would either occupy their space or just make a run through on goal instead of passing. There's also the trajectory of the ball being too sharp, which is a marketed feature there is more bobble and random trajectory of the ball pre update. I don't know how SI can compare the two engines and reach the conclusion that the latter is more realistic to football, when every pass looks perfect and player behavior looks predetermined and there is even less dribbling and individualism  of players. For example I tested mbappe on pre update and he regularly makes dazzling dribbling runs to go past players. So will Rashford and I immediately know he's on the pitch capable of producing a moment of brilliance. On the current patch he will get the ball and the first option 90 percent of the time will look to pass the ball and will only do safety dribbles down the byline if there is space on the flanks but mostly he will plays like any generic player on the pitch.

  15. This must be the biggest kick in the teeth to the user base. Thank god I have 24,1,1 to play because me.2.20 is the most soulless edition of the game and they didn't bother to change it, so people are stuck with laser ball perfect passes, strikers who are useless, no chaos and no midfielders who play threaded passes to the attack but attacking midfielders who play like strikers.

     

     

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