Some Guy!

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About Some Guy!

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  1. A fall from grace for the English Premier League would be an interesting outcome in game, and give an interesting foreshadowing of what England is currently marching toward.
  2. The talk was that there were issues with the licence (hence Flamengo becoming Flemish in a patch last version), while I've heard since that the game will not be available in Brazil. I'm just wondering if that's affected the Brazilian League being in FM17.
  3. With the beta just hours away, do we know what's happening with the Brazilian League for this version?
  4. That sounds like an issue with your squad. Some players just have a tendency to pick up yellow cards constantly.
  5. It's an interesting one, I'm not entirely sure why that happens. It might have something to do with the configs. This is an example from the default faces: <record> <string id="name" value="facegen/hair/afro/medium/black_01"/> <integer id="maxa" value="35"/> <flags id="colour" value="black"/> <flags id="length" value="medium"/> <integer id="chance" value="1"/> <boolean id="afro" value="true"/> </record> <record> <string id="name" value="facegen/hair/euro/medium/blonde_16"/> <integer id="maxa" value="25"/> <flags id="colour" value="blonde"/> <flags id="length" value="medium"/> <flags id="styl" value="mohawk"/> <integer id="chance" value="1"/> <boolean id="euro" value="true"/> </record> <record> <string id="name" value="facegen/hair/euro/medium/lightbrown_01"/> <flags id="colour" value="lightbrown"/> <flags id="length" value="medium"/> <integer id="chance" value="1"/> <boolean id="euro" value="true"/> </record> Some include this "maxa" value, some don't. Some include these "styl" values, some don't. Compare this to Debski's pack: <record> <string id="name" value="facegen/hair/asia/medium/bald_103"/> <integer id="age" value="20"/> <flags id="colour" value="bald"/> <flags id="length" value="medium"/> <integer id="chance" value="1"/> <boolean id="asia" value="true"/> </record> They all follow this pattern, and they all have this age value set to 20. Maybe it has something to do with that. I'd be interested to know what values and uses maxa and style have.
  6. EA? Wut? You can instruct your B-team manager to use your first team formation, which if it includes wingbacks, they'll use wingbacks. Whilst I agree that the game should have more in depth interaction within a club in these instances, they have actually been doing it better in recent times, not worse. That is, "EA" as you call them aren't simplifying things.
  7. Thanks for the response. As it turns out he became "natural" according to my Head of Youth developed the match following this post... ...anyhow... I was just a bit worried after reading how it was worded there. Seems to work quite well since the last patch, sadly I haven't had much of a chance to play this year.
  8. So to my reading of this essentially means that my 18 year old attacking midfield I'm retraining to play as a central midfielder is likely never going to be natural in the position. Is that realistic? Surely young players should be more easily retrained (particularly when they're under 18).
  9. A-league clubs can't sign players for eachother. That is an actual rule in the league.
  10. The flip side of this is that it takes away from players development later in their career where they decline physically but continue to grow mentally. A lot of people tend to discuss development and PA as though development of players and the effects this has only happens in the age groups 14-24 and that development later in their career and the transformations they go through going from their "peak" to a more experience veteran style of player just aren't worth considering or talking about, despite this seeming to be some of the strengths of changes to their development model in the last several versions. It's less a case of physical ability taking away from technical and mental attributes, and more a case of balancing how much they can develop overall. It's not an accounting problem. This is already the case.
  11. "Irrefutable"? Your list for "PA should change" is quite weak actually: 1. This is not a point for "PA should change", it could be used and argued for both. 2. No, PA is not a measure of time and that would suggest that players develop at the same rate. There exist cases within the game where players can have a low CA and high PA later in their careers and still develop quickly after a change in circumstances. Additionally, the second point jammed in here about having different PA's for each player is interesting, but is itself a bit of a weak concept, but I'll get back to this below. 3. This is a weakness in how real world scouts report PA, not a weakness in whether or not PA is a useful modelling tool. This is the equivalent of someone with no ability to see under the hood trying to guess a players PA each season throughout their career. 4. Players are only rarely meant to reach their PA, and the point isn't that it's "unlocking ability", but it's an attempt to model a more complex part of player development, but we can discussion that below, as with part of point 2. Also, to my understanding penalty taking ability doesn't take CA. 5. Players can still improve attributes that have no CA requirement, and there do exist situations where players level out, again, I'll discuss this issue in more depth below. 6. Interestingly, you've included this point again, so essentially this is basically point 3b. My own personal take on the issue for the record is that PA in the database should be far more random on gameworld generation, as this would both lead to different gameworld experiences for each players, as well as fuzzy this issue far more. 7. It's not linear, you're probably just not sitting down and watching it enough. Most years I spend a good deal of time just watching the gameworld develop, and watching some players in the process and it is anything but linear. The only instance that it becomes "linear" is with the wonderiest of wonder kids, and even there it's barely linear at all. Ironically, this idea of it being linear conflicts with your central thesis about PA issues though, as PA is one of the things that leads to many of the non-linear elements of the system. So yeah... not irrefutable in the slightest. So, we could rebuild that list essentially as: 1. We can't measure PA, so the database will never be fully reflective of the real world I can get behind that as a point, but that isn't a point for dynamic PA either, as different players could perform in game than the real world, not solving that issue any better. My own personal take on the gameworld being too samey and too reliant on database producers guesses at potential, as noted above, would be to randomise PA far more on gameworld generation, much as is done with the negative PAs for youngsters. As for the other point though, this idea about players peaking, as well as multiple PAs, there is actually a lot of interesting development effects that occur here. For those that have watched a player in recent games go from a youth player through to their late 30s, you'll probably have seem them change drastically. Some instances I've seen are players who start out as a speedy fullback with questionable mental abilities, and end up as being slow, but mentally and technically worldclass players still. That is, they can go on to become players with great experience, even after their "legs have gone", something readily seen in real life. One of the reasons this kind of development can happen is that as they start to "lose their legs" so to speak, they continue to develop mentally, both in terms of attributes with CA weighting, and without. This is where that "unlocking of ability" you noted earlier comes in, and it actually demonstrates the value of having one PA value to the current way that the system works, as well as showing it's value to producing a realistic development curve. I have no doubt other systems with a static PA, such as having multiple could produce realistic results, but our current one is quite well balanced. The only one I'd truly challenge as being a weak concept is PA per attribute as it would mean that a player essentially has a set peak and training them would have no new value, as they would be stuck in that "shape" that their PAs set at the start. Even if a static PA limits outright ability gain, it doesn't define a player at generation for exactly what they have to become. The other issue you don't seem to cover as well though is that players in the real world aren't just training something new each week, development is not a house, you're not building a new wing to it each time you train, players peak because eventually the decline of abilities overcome the development of them. Players who aren't training are going to get worse for that reason, the point is though that young players are developing and picking up ability quite fast. On that basis a player who is at their peak losing one ability as they gain another they are focusing on isn't actually that bad a result to see, and is arguably what is to be expected. It's also worth noting that when you see a lot of arrows on the player attribute screen, mostly down and a couple up, if you actually check how much those attributes have changed, it's normally minor (less than half a point).
  12. Most of the time this is what I get from my coaches when I get a youth intake: 1. Name McNameyface: 1 star current / 2.5 star potential (5 black stars) 2. Face McFaceyname: 1 star current / 3 star potential (5 black stars) 3. Mack Facenamefaceynamingtonson: 1 star current / 2.5 star potential (4.5 black stars) ...etc. It says very little about anything, and as shown on here in the past those ratings can be drastically wrong, even taking into account the black stars (which are the coaches uncertainty). Potential as a buzz word is thrown around a lot in football, there are a ridiculous number of players who are good at youth level, but many don't "rate their potential" for various reasons. It's a guessing game, and the game covers this pretty well for the most part. There is actually plenty of academic research arguing for people to have "set potential" as well, and it's one of those lovely areas where if you want to argue with sources, there are plenty on both sides. The point about PA though is that's it's not "potential at birth", it's an abstraction of potential at the point they're added to the database, which for the most part is around the 14-18 mark. That is, it's already taken into account a whole lot of development prior. It's not meant to be genetic potential, it's just an abstraction to cover the fact that not every player can go on to become the next Messi, Beckenbauer or Yashin.