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AytchMan

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Posts posted by AytchMan

  1. Interesting post but I have to disagree with the following:

    Both extremes of mentality ledder are unrealistic in football they display. Attacking being too rushed and phisically impossible and defensive way too lethargic, no team tries to play without even considering to score. This is an ongoing issue.

    There are times when an all-out attack or defense is appropriate.  If my team is ahead 1-0 with two minutes to play, I really and truly do not care about even trying to score.  I want to pack the defense and clear the area without regard to launching an attack.  Similarly, if we are trailing 0-2 with three minutes to play, I don't care in the slightest about playing defense.  I want everybody forward and crashing the enemy net.  In addition, even with the most extreme defensive mentality, I do on rare occasions see my team launch an attack and even score.  Finally, the easiest way to solve the problem for you personally is simply to not use the all-out attack or defense options.  Anyway, thanks for your post.

  2. Let's just say it needs to do better than being a glorified coin toss.  

    Except that I don't think there's any other way.  Perhaps somebody smarter than I am can clue me in but I see only one other possible approach:  a fully-deterministic game engine that removes all of the "coin tosses", i.e., all of the randomized decision-making.  In that environment, a player in any type of situation would make one and only one choice of action.  In that case, your replay would repeat exactly as before -- every time.  But it seems to me that all matches in general would become exceedingly rigid.  If you set up a tactic to go down the flanks, then all passes would go down the flanks.  Always.  The variety of the current match engine -- with all of its frustrations and pleasant surprises -- would be completely lost.  I don't think any of us would be very happy with that.

  3. Let me make one last try.  Take the simplest example imaginable:  flipping coins.  I think we can all agree that flipping coins is both random and fair.  Over the long haul, you're going to get extremely close to 50-50, right?  Now. let's say you flip 100 times, call heads every time and get heads 54 times.  That's a 54-46 win.  Now you flip another 100 times and again call heads every time.  But this time you lose -- it's 45-55.  But how could you lose?  You used the exact same strategy and the coin is exactly the same.  As is the probabilistic mathematics.  Well, that's the essence of FM, a long and involved series of (essentially) coin flips.  Thus, a player in a given situation can make one decision one time and a completely different one the next.  And the match can go in a completely different direction.

  4. The issue here is neither the differing results on reloading a save or whether you win or lose the reload.  The reasons for this have been fully explained in the above posts.  The real issue -- and I mean absolutely no offense -- is your admission that you're a bad loser and must reload the game.  I'm a firm believer in the philosophy of " it's your game, play as you like".  But how can this possibly be any fun?  The same question goes to people who load up some Premier League team in the editor, giving them 25 world-class players and winning the league eight times in a row while running up a 117-game win streak.  Why bother?  You're missing 90 percent of the value and, yes, the fun of an imperfect but highly entertaining (and instructive) simulation.  Some of the most enjoyable seasons I've had have been with poopy Grade Z teams battling relegation, managing a massive list of injuries and fighting an obstreperous board.  Losing some games should not damage your ego in the slightest (no one can see, no one knows but you) and the satisfaction you get from winning through can be immense.  Give it a try.

  5. I almost always pick my team from the squad screen and then review and adjust their roles and instructions on the tactics page.  Picking from the squad screen is easy as I have set up a custom view with all of the relevant stats on that page.  I choose specific players based on their individual stats but I also consider the team situation:  injuries, schedule congestion, importance of match, rivalries and other factors.  Even such things as playing a weak, unused player against a poor team if I want to buff up his stats and trade him.

  6. I'd agree that board expectations are an important consideration.  And I'd add in one more factor:  schedule congestion.  If it's tight, I'd seriously consider keeping some of my best players on the bench and telling the starters to play a hard-tackling, pressing game.  If we're still in the match around sixty minutes, I might throw in the key players and try to win.  If we're getting schmushed, I'd let the scrubbies finish out the match.

  7. I very much doubt that there's a "Rescue Relegation" trait hidden away in the AI managers' repertoire.  So I wouldn't count on the AI Big Sam to save a club.  But, generally speaking, I'd guess that AI managers play a small role in the performance of their team.  The AI managers do have some listed traits and tactical preferences that should affect how the team plays.  But I expect their effect on their team is considerably less than that exerted by humanoid managers.

  8. I regularly start out in the armpit that is the bottom division of Northern ireland.  I simply don't worry about finances (within reason).  The Board almost never seems to care and the owners always seem to come up with additional funds when the situation starts to become critical.  With regard to takeovers, just keep an eye on that owner commitment note.  As long as the owner "loves the club" or "won't ever leave", you'll be fine.  When it drops below that, a takeover may be on the horizon.

  9. Mostly trial and error for me.  I started playing about twenty years ago and, being a Yank, was utterly clueless about both the sport and how the game portrayed it.  I didn't know the difference between an attacking midfielder and a physio.  So...facing what seemed an impenetrable learning curve, I set out to apply the strategy of "change one thing and see what happens".  And still I was never sure if it worked because, looking back, the tactical system was indeed mystifying.  But one thing that has greatly helped is that the tactical mechanics, imperfect though they may still be, have evolved over the years into a fairly straightforward and workable scheme. Now the system seems much more user-friendly and intuitive and I can usually see what this change does and why that change doesn't work.

  10. There's no direct effect from having any given group of players selected as the First Team between matches -- no changes in team morale or player happiness.  However, I always select the actual starting lineup just before the Pre-Match Briefing for two reasons.  First. I want them to benefit from the morale boost I can usually generate in the briefing.  And, second, I generally schedule our Reserve matches the day after the First Team game.  Since I usually maintain a large roster, I like to make the non=playing Senior squaddies available for the Reserve game.  So I need to know who's playing and who's not playing in the Senior match when the AM asks me whom to make available for the Reserve game.  And this happens about the time of the Pre-Match Briefing.

  11. Just to clarify a bit, your choice of experience level does not directly affect the game, that is, there is no change in anything like a difficulty level as we see in other games (Easy, Very Hard and so on).  However, as noted by others, choosing a low level of experience and then taking control of a high-level team will make your job much harder.  Job security and player morale can easily go into the porcelain facility very quickly.

  12. Here's a partial answer:  clubs will often attach outrageous transfer prices to players they don't really want to sell.  It's one small step down the scale from "No way, we ain't selling Schmedlap, go away".  The thinking is that they don't want to sell him but if they attach a stratospheric price to his talented butt and somebody bites on it. well, ok, they make a fortune, they can find a replacement with all that cash and make a tidy profit as well.

     

  13. I'll spare you the "It's your tactics" line but, really, there are so many factors that affect performance.  Team morale, mentality, team instructions, player instructions, match sharpness, match condition plus all of the opponent's settings and finally, yes, tactical setup all contribute to whether you generate a lot of shots and miss them or generate a few but put most of them on net or some other combination.  Are you certain that no other factors could be contributing to your team's weak performance?

     

  14. One possibility is that one of the pre-game news items may occasionally say that, due to low expected attendance, one or more of the stands may be closed (to save expenses or something).  Look for that.  It could be the problem.  And yes, I see it sometimes but I play lower league and we never come close to filling the stands.

  15. Yes, the detail settings affect results.  As Hunter points out, on low detail the games are not actually played.  They're simulated, that is, the outcome (and player stats) are (somewhat) randomly generated based on the club and player ratings.  On high detail, the matches are played out the same way as when you watch your own match.  So you may get different (and generally more accurate) results on the higher detail settings.

  16. I'd definitely recommend including all adjacent leagues.  It adds more players that you can recruit and adds a bit more realism and immersion to your career.  In general, I'd recommend loading as many leagues as your computer can comfortably run.  Also, if your computer can handle it, set the Detail options to include as much as possible.  You'll get more reliable stats on both players and clubs.

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