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SFraser

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Everything posted by SFraser

  1. Yeah I got it. I'm sorry I don't have time to watch PKM's and analyse tactical issues. If you have any specific questions I am willing to offer my opinions.
  2. Yes, infact you could say that the "Tactical Challenge" at this level of football is to avoid being nullified, whether through Complacency or opposition parked buses or key epic players getting older and retiring. The aim of every single opponent team, manager and player in the game at that level is not to beat you, not to equal you, it's simply to nullify you. The point and purpose of my ongoing tactical tweaks and changes and alterations to my team is to fight against this tide of nullification, to keep improving my side so that I don't end up facing a 1-2 scoreline after dominating the match. In terms of tactics or tactical instructions there are some options but not as many as you would hope. The main one is increasing Mentality of key players to increase the "risk taking" decision factor, for example pumping up a CM's Mentality should encourage him a bit further forward but crucially encourage a lot more risky/attacking passes. This is something I use regularly because my CM's are brilliant playmakers. This also works well with the FC who can find himself either too deep or too advanced, likewise you might think he is being too greedy or not taking enough risks, Mentality again is the tool to tweak this behaviour. Though perhaps the key thing you can do is change a players game away from a general all-round pass-and-move based game and tell your awesome dribbly winger to start running at players with a passion. If passing wont break through the team, maybe passing to get the ball to the toe of some 19 dribbling winger and getting him to plough headlong at defenders will break through the team. Where it is really at in my opinion is in attributes, and partnerships. It sounds like you need a "Cantona moment" regularly in your team, and being honest we all do. It's incredibly important to get the correct attributes spread across the team. Things like Workrate and Off The Ball and Flair really are vital attributes. A striker with high Workrate is always a pest, a striker with low Workrate can go missing. A combination of Workrate and Movement is always crucial, particularly against better teams. But the thing that really above all else dominates is finding yourself a couple of players that simply thrive on each others playstyle. This happens in FM and when it happens then teams can be near unstoppable. I was lucky enough to have a few seasons where I had Rooney as FC, Aguero playing Left Wing and Berbatov at AMC. That was quite simply a stunning attacking line up and not many defences could handle those three, let alone the other 7 outfield players. In the short term try to work with what you have got, find yourself a plan B such as asking your widemen to forget pass-and-move and just attack defences with the ball at their feet, and asking your CM's to play much more direct passing football. In the medium to longterm it's all about finding players that are not simply good or even great, but are good/great but absolutely thrive playing with your other players. An average AMC that somehow plays amazing with your Striker is a lot better than a great AMC that doesn't. Ideally you want a great AMC that does. This is the part of managing a team that is seemingly never ending and along the way you will find things happening you didn't want or expect but that work brilliantly, different players will bring different things to your team, and you realise that a solid 50% of every result you ever get is based solely on the players you select for that match.
  3. When it comes to something like six for Decisions it's going to be in force whatever he does. If you tell him to try more throughballs then he is going to be picking the terrible option rather than the guy clean through on goal on the edge of the box screaming and stamping his feet for a pass. The way I would define these "action instructions" is to base them on technical abilities while trying as hard as possible to build a team that is mentally strong. So a team with good solid mental attributes, with a playmaker than can hit passes, a striker that can finish, a winger that can dribble and so on, would be the perfect "non generally awesome" team to strictly set up. When it comes to glaring deficiencies in core mental attributes, I'm not sure how you can "rescue" a player. You will never get good movement out of an AMC that has poor Off The Ball regardless of whether you ask him to RFD Often, Mixed or Rare for example. When it comes to core mental deficiencies either you accept the weaknesses are "character traits" or do everything possible to control their specific behaviour. For this Gotze chap you might want to set him up so that his passing is short, he tries through balls more often and you have a targetman set, and probably reduce his CF a bit. This should get him hitting throughballs to the targetman close to him. Ofcourse setting a targetman might negatively impact other areas of your team. The real question is does his lack of Decisions make him significantly inferior to other players in that role, or does his strengths make up for his incredibly poor choices. I.e. will he miss 90% of the great choices on the pitch and leave you shaking your fist at him, but then pop up with a random piece of magic that makes you forgive him? Personally I have my "philosophy" of how I want my football played but I tend to let players get on with it. So they can do pretty much what they like so long as they do it well and it contributes to the team. Most intelligent players fit in very well in my system, if someone doesn't then I tend to lose faith with the player. I could probably make this specific player play better but the question is does that enhance my team? And the answer tends to be no, because the rest of my team is set up to benefit from individual flashes of genius and a free, creative but above all else intelligent game.
  4. That's less than ideal. I know that inactive leagues tend to "simulate" a rough activity but I would only send players to an active league that is also being played in Full Detail. That's just me though, I want the most accurate simulation of my players development, and also I want the most accurate reports and outcomes so I can adequately study and make decisions on this players future.
  5. Agreed, also if you use attacking fullbacks it's quite important that they use the ball well. The last thing you want is your fullback powering 50 yards up the pitch and then laying the ball off to the opponents deep lying playmaker. I haven't used a similar formation no, but with regards to attacking fullbacks and particularly those that become an advanced part of a possession based game, it's incredibly important to set up their ball usage and wide play instructions effectively. Two very effective but under rated instructions for attacking fullbacks are Hold Up Ball and Cuts Inside. These instructions both tend to get your fullbacks playing the ball infield rather than sprinting down the flank and whipping in a cross, although they achieve this through different means. HUB tells your fullback to slow down a bit and take time to weigh a better option, which will tend to be a midfielder in space, whereas Cut's Inside will ask your fullback to run inside the opponents wide men and produce behaviour more like Evra, or Cole or Roberto Carlos that like to drive at defences almost as wingers or inside forwards. Genuine attacking fullbacks should always be given the same offensive consideration as any other attacking player, no point telling X fullback to simply "go attacking" if it means he is asked to use his rubbish dribbling skills to sprint down the touchline and use his rubbish Creativity/Technique/Crossing to aim a ball into a packed penalty area.
  6. It never occured to me that it might be "cheating". I always though it was a reward for using a small first team squad and relying on under-21 players to make up the difference. After all that is the point in the HG rule.
  7. No and no. Yeah that's hugely annoying, but it's all part of the game. My advice is to load up those leagues that produce awesome youngsters but don't allow transfers until the player is 18. Brazil, Turkey etc. And then it's up to you to sign the best. Thanks to my awesome skillz at FM I signed up an amazing young Brazillian fullback when he was sixteen, but he couldn't join me until he was 18. The player developed amazingly at his home club and turned into an awesome fullback within months of joining me. He is 20 now, and is already classed as World Class. It's just a test of your ability. It's a question of your awareness. You can sign them early, they just can't play for you, and sometimes this is actually a benefit to the player in question. Don't hate the game, play the game and enjoy the challenge. Brazil is a cunning nation, it always produces great players yet it has strict rules for transfers. That's not a nightmare scenario, it's an interesting feature of our mutual footballing world. EU nationality =/= Homegrown. Players that have been on your books long enough, even if on loan, will become homegrown. The only benefit to sending players on loan to these countries in realistic terms is if their level of football is sufficient to develop your youngsters, and you have the league on "full realism" or whatever is it called. When it comes to FM quite simply feeder clubs are not well simulated. Simulated well enough so that you can force a player on loan if he agrees but not much else. The way I do it as Man United manager is that the Championship is king for multiple gameplay reasons, it's always fully simulated anyway for a more realistic season, but plays English football etc. etc. etc. However the Championship doesn't have epic reputation and so if my players don't like the Championship I look for the "Premier Division" of other countries that is active but likely has a low Reputation, for example France. Keep the French top division active, find a team that is a bit rubbish but never gets relegated and there is your awesome club that players that refuse the Championship will go to. Another option is to try and strike up close friendships with managers in your own league and then offer out players on loan in the general way. But to be honest I never find this works well. That awesome Chelsea youngster scoring for fun at Bolton just doesn't seem to happen in FM. That's not how Homegrown works, it's not how loaning works either. The absolute key to Homegrown status is realising that if you are asked to name a 25 man squad and you name a 23 man squad, those two spare slots are AUTOMATICALLY home grown. If you need 8 HG players then 6 HG players + 2 spare slots is perfect. And this totally ties into everything I have ever said about "small" robust, functional, logical squads. Never failing the HG requirement + epic youth development because of a small(er) First Team is a mutually reinforcing, and might I say profoundly useful, situation. The truth of your entire post is that the game sets you tasks, it sets you challenges, it sets you stuff you wish was different but isn't. You can either fight against them or you can accept them. But if you are really good at this game you can exploit them all to your advantage. Need a certain level of HG players? Have fewer first teamers and force yourself into using youth. Signed a Brazillian but he can't join you for another two years? That's two years for Darren Gibson to prove his worth. Got yourself a First Team squad that doesn't meet the 25 player rule? Forget about Belgium, send players to France instead. WIN That's all you need to worry about.
  8. Well looks like it might have changed for FM11. It wasn't the case for the previous FM's and my slightly physical schedules for FM10 are testament to that. Still not as bad an error as forgetting to add Concentration and Composure to the training categories.
  9. That's a fair theory but in all my time playing FM I have seen Natural Fitness change twice. Once when my C.Ronaldo recovered from a long term injury and then was immediately injured with another long term injury. Once when someone on these forums made a post showing a change in Natural Fitness to prove me wrong that Natural Fitness doesn't change via training. That's the only two times I have seen it change. Ever. It might be different for FM11, I am not playing that yet. But it seems that those that are playing FM11 are still asking the same questions and still there is little that could be called "actual proof" to the contrary. Indeed Mantralux, great thread by the way, seems to be repeating the same arguements in favour of NF changes that I have seen many times in many training threads. It's in the category ergo it must change. As far as I am concerned, with regard to NF, there is nothing new here. If someone wishes to prove me wrong then by all means do so. A few screenies goes a long, long way. Rather hard to argue with a couple of players showing NF changes in a single season. Does anyone have proof that this happens?
  10. My system is set up to exploit a lot of the shouts without changing core behaviours in a players playstyle. So no I don't build tactics sets but I can use shouts to change huge aspects of how my team plays. But at the same time I don't lose the ability to control the details that I never want to see changed, like how many throughballs a rubbish passer tries, or for some reason my Attacking and Creative inside forward having to hug the touchline and whip in crosses. I heavily modify the TC to strike a balance between both worlds that works for me. A balance between ease of use, change and Shout Exploitation of the TC with specific individual player instructions of the Tactics Sets. Let me give you an example, when I shout "Get the Ball Forward" my players don't increase their Throughballs, they increase their Passing Directness. When I change my wide players role from Advanced Playmaker Support to Winger Attack, they don't hug the touchline, they don't cross and they don't lose any CF. They simply play more aggressive positionally and pass risk taking. I can do more things with my tweaked TC than five, six or seven Tactics sets can do. I can play narrow and attacking once I have scored when the opponent is going to open up and play attacking to look for a goal, giving my Inside Forwards the perfect environment to hook up with my AMC/creative FC. I can drop deeper, play wider, look for more possession based passes, stand off the opponent more but dive into hard tackles when I am 3-1 up in the 80th minute, without messing up any of my core instructions. The Tactics Creator and the "tactics sets" or "classic system" in my mind sit at two extremes of possible gameplay. I have tried to tick the right tactical boxes and set up the ideal starting system so that I can enjoy the best of both worlds. Even before the TC was officially released I knew that the TC alone wouldn't satisfy me but the "classic system" would give up too many excellent new features, and I played a beta version of the TC on FML so I knew that the ability to design a "custom" TC was possible, and I have spent a long time doing that. Choosing the right instructions to specifically control and others to leave to the TC to enjoy the best of both worlds. In that way the TC is the perfect SI feature, no where near developed like it could be but it gives the FM power gamer the ability to achieve something close to what the ideal TC would actually be. "New feature? If you don't like it we have included some options that allow you to fix it, although it will never be as robust as if we had spent most of our time devoted to it". I was a major critic of the TC before it came out. Now I am one of it's biggest fans, because I don't use it properly
  11. Two fairly important points to chip in to this discussion: 1: You can never be in absolute control of specific attribute behaviour. Even if we had a slider for every single attribute there is still too much going with players to give the manager scalpel like control. This is particularly obvious with Goalkeepers when their Agility goes up at the same time as their Acceleration and Pace. You might be able to give an additional "focus" to Agility in FM11 but those less desirable attributes will still increase. 2: If you want to see attribute changes that reflect your wishes then you need to design radical schedules. If there is one thing that stands out from all the schedules I have seen over the years on this forum it is that people seem to be afraid of extremes, probably because they don't want to break their players. Completely understandable. But training does not have that kind of immense power to radically alter players. A good way to think of the sliders is to imagine they represent "time spent on X area". If you want a striker to develop his physique and shooting then medium ball control, tactics etc. and slightly above medium physical and shooting is not going to work. He needs to spend heaps of time on those areas and hardly any time on the other areas. Then you will start to see small but clear changes in his attributes according to your plan. Compare it to the tactical instructions. If you want one winger to absolutely bomb down the wing at a hundred miles an hour and always look for the final ball then giving him slightly higher mentality and relatively neutral instructions is not going to work. Extremes produce contrasts, subtle differences produce subtle differences. If you want to see big results from training, design schedules with big differences. Once you start doing this you will realise that it's actually common sense.
  12. When I saw the title I was mightily surprised to see that you were the author Crouchie. But because it was you I gave your post a proper read and guess what, I found myself myself agreeing with you more than once. The thing is Crouchaldinho, to answer one of your questions: I am 27 and the answer is that FM10 is loaded up and played every day. The only reason I have not bought FM11 is because my current FM10 save is like having Cheryl Cole and Renee Zelweger fight over me. Well maybe not quite. I hear your points though. It's a difficult issue. On the one hand SI have produced a game I have never disliked, but on the other hand there is criticism. On the one hand FM10 was a level of genius that keeps me occupied even now because of the story I am involved in, on the other hand most rush to FM11 for the new features. Lots of people argue and discuss and rant and rave over the next 3-D version, while people like me and you catch the fall out and talk football and FM at great length and in great depth. To whatever end. On a personal level it is sad to see that yourself has fallen out of love with FM, but on an equally personal level it's difficult for me to understand why. Yes the new features are bloated, yes there is a lot more superficiality than there ever was, but at the same time the game seems to be delivering the greatest simulation of football yet from SI. It's not perfect, by any means. And what is more it is incredibly hard to get into what has been produced. When all is said and done I think FM suffers from two key issues, it has started to get side tracked away from it's soul and heart, but equally or above it is so damn unrevealing. Tacking on a few more 3-D models, a couple more animations, or any of that guff does not in any way actually move the game forward nor does it help to inform people about the game they are getting involved in. THIS IS NOT FIFA 11 It might not be totally relevant to your thread but I think we will find common ground if I give my criticisms of the game. 1: By an absolute country mile the game does not offer the tactical ability and options that those that are deeply interested in real life football are aware of. If there was one crucial issue in the game it is that at the absolute key level of the Match it is only realistic up to a certain point, and that point is not good enough. Crouchaldinho posts a thread about a wacky formation every month. I just want to play how Man United do. The tactical engine denies us both the ability to build these systems. It's not ignorance of the mechanics, it's a fundamental flaw in the game that has existed since the arrows were removed, and wasn't even really that possible with the arrows. But that's not really the real issue, the real issue is the feedback. I'm SI's biggest fan because I am a micro management fanatic that started at a big club with quality players and maximum CF. I watch what I instruct in minute detail and eventually produce a team and style and system that is gorgeous to watch, and because of my interest in FM I write a few posts and it becomes the FM Gospel according to SFraser. As much as I enjoy the primacy I enjoy the game more, and this utterly defines The Problem With The Game. Most people don't know what the F is going on. Moar 3-D wont solve that problem. Here is a head spinner for you SI, people want remarkable 3-D because they don't catch the craic. Forget about 3-D and all that guff, focus on making the game more realistic but above all else focus on making the GAME more obvious to it's users. People don't buy this game because it looks good, and they don't avoid buying it because it looks bad. It's time for your awesome football simulator to have an assistant manager. Hope you don't leave us Crouch, it would be a big loss. And I hope one day you can build one of those random formations you like so much
  13. Neutral mentality. That's the key. That's why I would also opt for Neutral Passing. To achieve 80% passing in FM you would have to "game the system" by forcing your attacking players into conservative options, but for a generally high possession based game then Neutrality is your best friend. The only and crucial difference is when it comes to Creative Freedom. Restricting players away from options is never a good idea if the players are quality and your game is possession. But at the same time you want to reign in those that tend to go for the game defining pass/shot/dribble. If a player can pull off a backheel flick to a nearby player then let him, but you need to make sure his Mentality + Passing is tweaked to a position where he favours possession. For a possession based game that isn't aimed at the micro-management hell of insanely high, go for quality players with lots of creative freedom, neutral passing and neutral mentalities. But as someone else said in this thread, 50% of possession is about getting the ball back. And in some games that will feel like 90%
  14. Well I like to keep an actual "team" together for my under-18's so it depends on what I can find and sign. When it comes to the youth team you don't have to get stuck into every detail, but make sure you know what positions you are light in, what positions you have a lot of players in, and I like to check how my favourite youngsters are doing quite regularly. What I find tends to happen as that to begin worth the youth team can be a difficult to get a handle on because you don't really know the players and you are not working with them regularly. Over time though simply by taking an active interest in mentoring and keeping things logical and balanced you will find your youth team becomes much more a thing of your own making. And something I find that helps immeasurably is setting up a Custom View for your squad screen:
  15. That is comparable to the fun I have continuing to discover this game. It's not a perfect simulation of football but it keeps trying to be a perfect simulation of football that I consider it to be the greatest game ever made. I'm the kind of guy that plays Hearts of Iron when I am bored. I play "The Void" when I am looking for something a bit artistic, I have figured out how Sopcast works... Football is either a passion or it is not. I am passionatly playing a game that is made by passionate football fans. The only time FM is not active on my PC is when my Sopcast has my team. And that's all there is to it. What I do is what happens between Wednesday and Saturday when my team is not playing. Thank you SI.
  16. Absolutely true. Apart from the Liverpool bit.
  17. Two things: First of all available tutors in FM10 is pretty much anyone, and pretty much anyone else can be a tutoree in FM10. The only barriers in FM10 are age/reputation/position. The guy being mentored must be younger, similar position and with lower reputation. The second point is that the actual results of Mentoring are very interesting. The context in which mentoring improvements happen is interesting. It's not a simple case of "copy-paste" at all, and your question shows you have noticed that. To sum it up I think that given all the possible factors in FM, the greatest Mentoring results occur after the Mentor has done something impressive. I'm serious, look at the posts I write, and I am astonished by how realistic this game is. It's a work of genius. When the mentor plays out of his skin, the mentoree goes through the roof. It's a stunning game. If you want to play it well, pretend it is football. I kid you not.
  18. That's a problem I have run into before, and it's very annoying. I guess for some deep, dark, terrible reason FM doesn't think the mentor and mentoree play in the same position. It's stupid I know, but it's happened to me. If you really rate the player all you can do is wait until your other mentors finish their mentoring and hope one of them fits the bill. I have had right backs that can't be mentored by my best right backs, forwards that can't learn from Rooney, and worst of all my truly amazing Natural Left Winger Aguero can only mentor central midfielders. There is a logic too it but it's still amazingly annoying. I feel your pain, and many decent players go down the plughole because of it. Maybe there is a case for a "sort it out SI" post here.
  19. I always go for the three main leagues, England + Italy + Spain and I like to have the second tiers up as well. Then I go for as many of the rest of Europe that works on my system, Germany/Holland/Portugal/France. My current save, which was aimed at being United Manager, is England full with Spain/Germany/Portugal/Holland/Italy/France first divisions and second divisions. As a Scot I regularly find myself wishing I had Scotland as a playable league, but I'm continuing my save on a better PC and I haven't set up my save for the abilities of this PC. It comes down to a question between accuracy and performance. If I had an amazing PC I would choose every league available, but I don't and so I go with Europe. I was tempted by South America but the only reason is for youth and the youth prospects shouldn't change that much and can be scouted. Basically it's up to you, the wider the world you simulate the more accurate the entire game will be but you wont always be focusing on the whole world, and for me personally I started as boss of Man United and never plan to leave. Bet you loved that banner
  20. The answer is already there. For your particular system fiddle around with the instructions for your RW and FC until you produce a system the RW bombs forward and whips in crosses for your Striker. My players cut in because that's what suits my team, I don't have "big men" upfront to nod crosses into the net. You might want to fiddle around with targetman and playmaker instructions if you have a giant upfront and an AMC that seems to be getting low ratings. Setting your FC as the target and giving your RW the instruction to aim for targetman after you have set him up with RWB Often, Cross Ball Often, Cross from byline and everything else rare will give you that proper "winger" behaviour while everyone else in your team looks for your AMC, and if your AMC is clever then he picks the best option. This is why I don't put tactics up for download, they only work for my team. It's not my aim to invent a tactic that always beats the AI, it's my aim to build the sexiest looking football that FM has ever seen and win matches with it. My system has some, I think, very sound details in it that would work well for anyone, but some of the more specialised issues simply wont work elsewhere. And don't think that I don't tinker either. This thread is my current system, it's a lot different to my original 4-2-3-1 and it's likely to be a lot different from the 4-2-3-1's I build in the future, although the principles will remain the same. Ofcourse I tinker and tweak and adapt and change. But I don't tinker and tweak and adapt and change because I'm losing when last match I won and did nothing. Set up what makes sense for your team. If this thread gives you specific details you find works then great, but the point all along was the thinking process. And to show off some PKM's.
  21. I didn't actually. That's some nice advice. I think sometimes I get caught up in the minutae of my own team and sometimes miss what happens outside the team. As the whole missing the rise of Fritz Michels and Koray would indicate. Alot of people seem to think there is nothing to do between matches, but actually between matches there is so much to do it's pretty much impossible to remember it all.
  22. I'm not sure what you mean. I started tutoring Shelvey as soon as he joined and kept tutoring him as long as I had tutors with better mentals. I also got him to tutor players that had less mentals as him right away. In FM10 you can do both at the same time. Shelvey learning from one guy while he teaches another.
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