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ChaosReiter

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24 "Frankly, my dear, I don't give a damn"

Favourite Team

  • Favourite Team
    AC Milan & Sunderland

Currently Managing

  • Currently Managing
    Cambridge United

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  1. Season 27/28, this season is so wild, I just got promoted, with only 500k wage budget, didn't expect such a wonderful start. Beat Liverpool 4-0, Chelsea 2-0, draw with Man City 1-1.
  2. It's actually not complicated. 1.Using Daveincid's realism patch. 2.Let staffs control all transfers/staff hiring/contracts/training etc. (DoF challenge). 3.Exceptions for rule No.2, you can choose one player (from scouts' reports of course) to sign per window, still, you can't do the contract and the fee can't be over 50% of your budget for this window. 4.You can only let your players play the best role for him. 5.You can't do recruitment focus, OI, set pieces. I'm currently using these rules & restrictions, coaching Cambridge United from League One, and it's just the balance I need. I think I did my work on average level of all players, and my final results for the season are just a bit beyond the media prediction for the team. Pretty enjoyable.
  3. There are certain things that SI has zero interests while players do, giving these examples to SI won't do any good. And there are things that SI do have interests, but they don't want to share with us. Players of any game are always curious and seeking some possible answers. Like I said earlier, I also agreed anyone come to any conclusion should be very careful.
  4. I'm a big fan of your work, and playing a save with it right now. The first season has passed, and I think your patch has made the game more dramatic. This is a conclusion with even less samples and being less rigorous but in a normal gaming world. Still, this is something no one can proof it right or wrong even someone played 99999 seasons.
  5. No worry, I got your point. I think you are the kind of person who favors certainty, that's cool. Many variables are excluded from the control in various experiments. For example, in a chemistry experiment, if some reactions occur in the morning and others in the evening but all other conditions remain the same, we consider them equivalent. This is a premise for attempting to draw conclusions from experiments. And for many experiments related to FM, the premise needed is precisely what you do not agree and do not care: realistic or not doesn't matter to those who do their experiments. In my view, those experiments are not aimed at drawing general conclusions (although they may use this as an attractive gimmick), but rather resemble: 'In certain circumstances', things are likely to be…… Again, you can argue that without 'in certain circumstances' and 'likely', they are wrong, but their work still has reference value which you don't care.
  6. I agreed that a conclusion is a difficult thing to reach and requires extreme rigor. Fact is, in this matter, it's clear that we cannot meet these conditions to get the 'proof'. While no experiment can ever yield universally rigorous conclusions, confidence in our findings can be enhanced if the conditions are properly set. @Daveincid, what's your opinion on this video? Sorry can't directly post it, it will take hours to get approved. And what's your opinion on EBFM's experiments if you have watched them?
  7. Actually I'm waiting for EBFM to do some experiments about morale. That guy is who I totally trust.
  8. I want to collect some data about English League One and would appreciate if anyone could help by providing some screenshots. Thank you! 1.Your save need to be original database. 2.Your team is not in the League One. 2.please show me the table of the first season (23/24), need media predict and the final results. I'm running with the daveincid's database, want to know what the difference will it make in League One. xD, thanks again for your helps!
  9. Some thoughts: The basic framework involves incorporating the majority of the mechanics from the FM24 game itself, alongside the D20 system to modify corresponding parameters. Race: Different races affect the attribute range of players. For example, vampires have a maximum Jumping Reach limit of 10, Skavens have a maximum pace limit of 25, and so on. Class: For each player, different categories of data accumulating to a certain threshold in a match, such as every 0.5 or 0.3 xG, every 5 successful passes, etc., will trigger an extra event. The impact of the extra event may involve changing the player's abilities in the remaining match or other effects. Different classes determine the triggering conditions for extra events and the pool of events that occur after triggering. For example, a paladin could temporarily boost the mental abilities of teammates every time he get 0.3 xG.
  10. On the football field, the differences in ability between Erling Haaland and my nine-year-old nephew are significant. Haaland is undoubtedly stronger, faster, and more technically skilled. What if my nephew understands how to use magic, has studied sorcery from the Far East, has three dragons as his companions, wears a gun on his belt, and he's actually 600 years older than Haaland? Things might get strange yet interesting. As a game designer in the real world, part of my job is to constantly inspire myself to create more engaging game content. One of the primary ways to gain inspiration is by combining unrelated elements or experiences that I enjoy. I love football and enjoy playing FM. I also appreciate the novels of Haruki Murakami and Shuhei Fujisawa, the films of Alfred Hitchcock and David Fincher, historical simulation games, and fantasy CRPGs. So I thought, why not record those wild ideas about football? In the medieval era six hundred years ago, countries large and small waged war against each other for survival, power, wealth, and faith. Powerful nations possessed strong armies, vast territories, and abundant wealth. If people's love for football surpassed their pursuit of other things at that time, then powerful nations would mean better domestic leagues and more talented youth development. England still has decent leagues, but there are also many young people from Europe who hope to fulfill their football dreams in the Ottoman Super League and the Mamluk Premier League. Many teams in the Holy Roman Empire have strict restrictions on foreign players, and so on. In another world, a football coach is very troubled as he doesn't know how to arrange his team for the new season. His squad includes an ambitious human dragon rider, several dwarves who are only slightly taller than footballs but have exceptional skills, elves who are equally talented but refuse to compete alongside dwarves, a Chaotic Evil vampire, and a group of local Skavens. Introducing the D20 system into football seems to be quite enjoyable. And how would stellaris football league work? …… Among all these ideas, I haven't decided which one to pursue yet, and I'm not sure if they're just passing thoughts of the night that will be forgotten in a few days, or the beginning of a project. But if I come up with something, do something, I'll record it here, and if anyone has any more interesting ideas, feel free to share! Cheers.
  11. I watched some videos, and interestingly, the conclusions drawn from videos with more rigorous experiments are that morale neither affects the team's performance nor the player's growth. This conclusion surprised me because it contradicts my common sense in real life and also contradicts the information SI tells me on the game's loading screen. With this question in mind, I've been paying more attention to morale in the game over the past half month, and now I gradually agree that the role of morale is indeed limited (based only on subjective feelings from a small sample). However, I did have found a positive effect of morale: it has a decisive role in improving Team Cohesion. I want to know how everyone views this issue. What do you think morale affects?
  12. Excellent layout, pretty sure you're a UX designer or some similar job position. xD.
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