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Everything posted by sporadicsmiles

  1. It is not shocking that the offers you get for players you are clearly looking to move on are low. If you do not want a player, the AI expects to pay as little as possible for them. In fact, if I want a player an AI team no longer wants, I expect to pay a lot less than their normal asking price to acquire them. If you are offering players out, do not expect to receive their value, or even their asking price. You are putting up a big flashing sign saying "I DO NOT WANT THIS PLAYER PLEASE COME AND TAKE HIM", and clubs will oblige. In my Man United save, I did not try to sell many players in the second season. I did, however, sell Mata to PSG for around £60 million. So it is not impossible to get high offers. The point here was that I had signed him to a new contract, and I was not actively looking to sell. They put in a bid, and I negotiated it to the point where I decided it was a good enough deal that I was not going to refuse. I could buy a replacement I had my eyes on for less than the fee, who was more natural in the position I was playing Mata. I also rejected a tonne of offers on some other important players. Take Shaw in your example. His contract has a year left to run. You offer him out, saying to the world you will not renew his contract. A club who has an immediate need will put in a low bid, because they assume you think it better to lose him for a fee than for free next year. They know, however, that you are very unlikely to resign, and he is going to be free to approach in January. He has no market value at all in this case, as shown with the bids. I actively monitor players who have 18 months or less on their contracts for this exact reason. You can often pick up a bargain if you bid before a contract extension is offered. It is a great way to get some experience in a side. How many of those players are in a contract year? Any of those that are will have equally low market value. The most important thing to remember is that the AI is not going to give you more money than they think they have to. Offering players around is what you do when you really want to get someone out of the club and do not care about how much money you get in return. That is the only time I use it. Otherwise, I just transfer list a player (you will get offers), or just set a reasonable asking price and respond positively to news items regarding a team putting in a bid.
  2. What have they done to the ME??

    If you see lots of pointless long shots, the fault lies in the movement of your forwards and the fact you are not generating space by pulling the AI out of position as it defends against you. The long shots to the corner are buggy, but the cause of long shots is not.
  3. Anyone here not rotate their squad?

    Unless I am playing for a team that cannot afford enough players, I always rotate, a lot. I have to note here that a lot of people seem to rotate only to keep players happy. If you have players who you only play to keep them happy, then get rid of them and bring in someone you do want at the club. It can be an upgrade on a current player, or a younger prospect, but there is no point keeping players you do not trust to play. In the end, actually, man management is quite easy. If a player asks me for game time, and my immediate response is not "wow I do not want you to go, lets sort this out", then I will look to let them go. There is no room in my side for players who I do not trust to play. So after 2 or 3 seasons, my squad is comprised of only players whom I want to play games for me, either because they are at the peak of their game, they have potential, or they are my own youth prospects. I now very rarely have someone become unhappy unless they are close to the point where I would sell them. I cannot stress how important I find rotation anyway. It allows me to keep my squad fresh. How many times do you come up against the AI who have played two games in succession, and their squad is knackered to start? If I can play a fully fit, fully rested side, I have the advantage before we even start. It also cuts down on injuries, and makes it so injuries are in general not hugely disruptive. In the lower leagues, when I cannot rotate or build a squad as I would like, a couple of injuries to key players can absolutely kill your season.
  4. Sure, I use commentary during games where I am confident my tactics are going to work well and I do not want to spend ages waiting for a goal. It certainly speeds up the game, and aids with immersion. I'd say give it a go. You can always have a quick dive into highlights if you really want to check something tactical.
  5. CM(A), using a player who is extremely dynamic. He can be an advanced playmaker, he can be a auxiliary striker, he can be a high presser, he can lurk just outside the box to recycle the ball and probe defences. This has always been the favourite role if you can find the right player (Erikson was a monster for me in FM17). However, in my current style of play, it is my DM(D). He does exactly what he needs to perfectly and is the heartbeat of my side. He is the person who intercepts quick counter attacks. He provides cover for bull backs. He is the pivot around which I can turn my attacks. He is always open to recycle the ball. He can give it to more creative players in front of him or switch the ball to the flanks. He is the general in front of the defence who denies space to the opposition players who want to explore the spaces in front of my defence. He is not a sexy attacking player, but truly he is the pin that holds everything together.
  6. Are you using any mods?
  7. Meta gaming?

    At risk of totally derailing the topic, I am 100% in agreement with you on CIV, and how good it is we do not have the same in FM. Artificially making the game harder for the user whilst easier for the AI by adding/penalising certain elements is crazy. The CIV equivalent in FM would be giving the AI a 2-0 lead at the start of every game. Or making every AI player as good as Messi. The CIV AI really is a complete mess. I do not even bother to play on the hardest modes, I play on the mode (and I forget which it is) where the bonuses/penalties for user and AI are roughly equal, and then I just do not use any meta. The really good thing about FM is that even though there are ways to exploit the match engine, you really do not need to do that in order to be successful in FM. I have enjoyed a lot of success (and some heartbreak) in the last couple of versions by carefully planning what I want to do with a tactic, and building properly. The upshot being that my tactics will transcend teams (to some degree, anyway, you need the players still) and transcend version. I have played with the same base tactic for the past 3 iterations because I like the football, and it works. Exploiting the ME does not allow this. The loopholes will eventually be closed, and you have to start from scratch (or wait for someone to soak test tactics until they discover something new). For me, that is not an enjoyable way to play any game. I would rather struggle and get better through effort than use someone else's exploits to game the engine. Where is the sense of achievement.
  8. The worst FM I've ever played

    At the start of a season, if teams are more attacking, they will give you space to exploit. If you are doing well, and they are more defensive you have to create space yourself. The latter is always more difficult than the former. Adapting to have to create your own space after having it given to you is one of the hardest things in the game. This, I think, is the main reason why people see their successful tactic stop working after some sustained success. I'd check out some of the threads in the tactics forum, if you want tips or ideas on how to do this. It never hurts to try to add new ways to do things to your tactical arsenal.
  9. The important thing to remember is that you can set up a tactic to be defensively solid (as a 4141 should be) but still carry a significant goal threat. If teams are going to attack you, you need to work out how best to exploit the space they leave you. Normally, this will involve having players who have roles that see them get forward in attacks, and who have attributes to do so. When I am trying to take advantage of the counter, I will try to play the fastest players I have up front. It also can pay to put players in good positions from defensive set pieces, to aid your counter attacking.
  10. Which is entirely the wrong way to approach tactics on FM. Whilst you can be extremely successful by chasing the latest flaw in the ME (which it seems that you are not, but I make a general point rather than have a dig at you), each path and each iteration you may have to start from scratch as the loopholes and exploits are closed. If you have a sound tactic based on understanding of football and getting players to do what you want, then you may not destroy every team by 7 goals, but you will have a solid foundation that will be stable over time. I would also suggest people try to get their team to play realistic football, because that is not going to be obsoleted. On your 1v1 conversion, I am a scientist, and anecdotal evidence does not cut it for me! I want to see 1v1 percentages, I want to see analysis for 1v1 from different angles, for each player, broken down team by team, by goalkeeper rating, by league, by tactic. Any way you can take data and break it down, is interesting. I do not say there is no problem, I cannot say there is one either. Numbers are what we need, so we can see if there is a problem, what is causing it, etc. My teams go through phases where we cannot score to save our lives and play like crap. We go through phases where every single shot on target we have is perfect and leads to a goal. I could infer from the former that the ME is broken, and the latter than I am a great manager. Statistically, it balances out, and there are so many different factors that can influence this that it is very hard to separate them. Is the striker on a goal drought? Is there extra pressure in the match? What is his composure? The list goes on.
  11. Football Can Be Cruel!

    Commiserations! That one must have been hard to take. I shall tell you my own woe to make you feel better. I was 2-0 up in the semi final of the FA cup, after having a man sent off on 30 minutes, and resolutely defending against the oncoming storm. Only for a left winger to hit two perfect direct freekicks into my goal... on 89 and 92 minutes to force extra time. I sat and stared at the screen with my jaw agape in amazement and disbelief.
  12. Download the editor and load the file. If it is standard rules, you can run the test, and it will tell you where the error is. Normally for database updates, teams have been moved around leagues, making there not be enough/too many leagues. If you struggle with it, send me the file or point me in the direction of the download, I do not mind taking a look for you.
  13. If you are seeing long shots, I would suggest you check the following. - Are there options for your midfield players (or whoever is taking long shots) to pass to? Remember they will want to pass forward as well, if there are no options, they will shoot. - Do you have players with the shoots from range PPM? Retain possession, slow tempo and work ball into box are not going to necessarily make shooting from distance go down. It may make it worse. Slow tempo gives the AI team more time to get back into position, blocking passing lanes and space. retain possession mostly lowers the passing range. If there are not any good passing options on short range, it could lead to long shots. Same for work ball into the box, if there is no way to work ball into the box, the player may shoot instead. I think decisions can also affect this, and maybe vision. I am fairly certain that a lot of people are going to comment about how they also experiencing this, and how it means the game is broke. It does not mean that. Long shots are a fact of life, and you do have to manage them. I rarely have players taking a lot of long shots in a game any more, because I paid attention to why they were doing it, and provided them alternative passing options.
  14. Two major bugbears

    You are not motivating them to play. For me, this kind of thing only happens when I have a lead in a match, and therefore do not try very hard to motivate a player when I put him on. Tell them you want them to play hard still. Or tell them they were not good enough after the match. Motivation is the job of the manager. Depends on the full back. I often play with at least one defensive fullback, and the last thing I want him to do naturally is run down the wing with the ball. I want him to be a wide defender, and occasionally an outlet ball when we have possession. If the player is not good at dribbling, or has poor technique, or control, or other things like this, then he is not going to easily be able to adapt his game to do this. You need to find the right full backs.
  15. Clarification on Update 18.3.0

    You have conceded more than 5 goals 4 times in a season. That points to having a bad tactic, or not having the players to play the tactic you want. Let me guess, it is one of the narrow 3 striker tactics that are hyper vulnerable down the flanks? Whatever, you cannot blame any patch for that run of form, your tactics are clearly not working here. As noted above, if your tactics are solid you are unaffected by match engine updates. I have used the same tactic (roughly speaking, at least close variations on the same theme) for 3 iterations of FM with success. If your tactics are based on a ME flaw (like the current narrow 3 striker tactics are) then once the loophole is closed, your tactic will suddenly stop working. It is one way to discover when you are using an exploit (either my mistake or by design). For what it is worth, I have not noted a large change in the scoring in my game, or any changes in the ME at all. There certainly does not seem to have been major changes, even if you believe there is not a complete change log. I have perhaps noticed fewer long shots, but I do not know if that it just my players either getting used to the play style, or my forward players getting into better positions and giving passing options, which stop long shots to some degree. Also, in my current save Arsenal are doing pretty badly, sitting 6th with 10 games left. So are Man City, who have sacked Pep and sit 10th after a terrible start to the year. Southampton are currently 3rd in the league and pushing for a Champion's League spot. Every save is slightly different.
  16. Away games

    It is the tactics if they are all trying to do variations on the same thing. If they all leave loads of space on the flanks to be exploited, for example, then you will see the same trends between clubs. For what it is worth, I also occasionally struggle playing away from home, even with a good side. I am currently playing as Manchester United, and in the first season we have been absolutely dodgy away from home, but still have a pretty good record. We tend to create less chances, and concede more chances, than I do at home. However the reason for this is partly clear. First, my team is not playing well in general at the moment. We have had a patch of dodgy form, a couple of players are totally out of form, and we have some key players out hurt. This is correlated well with my downturn in form. Second, when I play teams at home they tend to sit back and park the bus. That means they create almost nothing in games, because they play entirely on the counter. It means I get plenty of the ball, and have plenty of time to try to work chances. Hence, we have yet to lose a home game. Away from home, teams are more likely to come out and have a go. Your midfield will have less time and space. The AI will sit higher up the pitch, compressing the central space. They may play a higher tempo passing game, or may use more aggressive wing backs, or anything that is slightly different. If you are set up to commit loads of players forwards then of course you can get caught out by that. I have no lost many games away from home this season - only to Tottenham and Liverpool - but we have a lot of 1-0 and 1-1 draws where we scrap points. This, though, is a tactical failing of my own , I suspect. I certainly do not think there is scripting in the game to make away games more difficult. It is all down to how the AI approaches it. You can see how differently they set up and play sometimes.
  17. wing backs

    Very high closing down, with probably an aggressive mentality as well. Your WBs are going to be relatively advanced when you have the ball. When you lose it, they will be out of position, and have to chase back. This can lead to fouls. Further, the high closing down is going to make them chase aggressively from their WB spot and put a challenge in. With a 3 man midfield, you are probably going to funnel a lot of the opposition play down your flanks, so your WBs will do a lot of closing down, make a lot of tackles, and therefore be more likely to get a yellow. IF you want to experiment with that, us a PI to make one of the WBs close down a lot less than the other, and see if cards reduce.
  18. Winter Break in England

    If it becomes official then sure it will be in the game, but I do not think it is finalised properly yet.
  19. Dividends messing up my clubs

    You were paying more in dividends than you were earning in profit? That sounds a little weird. Did you have the owner inject large sums of cash into the club, which led to high profits? From what I remember there is only a certain amount of money that can be put into the club to make the comply with FFP rules. Otherwise, I do not understand how you paid more in dividends than you made in profit.
  20. Did you make the bid for 120 million? If not, they also could not get you to go over 100 million for a key player either. The thing you have to remember with making bids for first team players is that the quote you get from the AI is not saying "this is the only value we will accept", it is more "this is a player we do not want to lose, and do not need to sell. If you want him, pay stupid money for him". You can get them to negotiate down, but probably not as much as you would like. I started to do the same with the AI; if they make an offer for a key player who I do not want to sell, I just quote them a really big number (one that I would consider, but higher than the minimum value I would sell for). Most often they end the interest in the player. Sometimes they come back with a lower bid, but higher than their original offer. Then I negotiate my offer down and see where they will stop (so how much they want the player). If they reach a value I am happy to accept, I will accept. If they do not, I will reject. This is the difficulty of signing players on long contracts who the selling club do not wish to sell. It will be very expensive. The AI also makes a lot of non-negotiable bids of low value for players. These, I assume, are made to unsettle a player (or because you did not set a selling value), and I reject them always (unless it so happens the player is surplus to requirements and I was looking to sell him anyway). Sometimes it works and the player wants to move. Sometimes it does not. If I do not want to sell, I still will not sell anyway. You can do the same to the AI, but the same rules apply. But this tactic is very useful for players who have 18 months or less on their contract, since you could unsettle them enough that they do not want to sign a new contract, and they are much cheaper when there is 12 months on their deal. For transfers in general, I tend to make a shortlist for all the players I may one day want to sign. Any player I think can play for me goes in that list. You can then periodically check it to see if players are unhappy, listed, wanted by other sides, coming to the end of a contract, etc. It allows you to keep tabs on players who are currently not possible to buy, but who may become available one day. Transfer dealings are long term things, you cannot always decide "I will have this player" and it work. You have to look ahead and plan a couple of windows in advance.
  21. Totally unrealistic match situations

    So you want your strikers to score every single shot they have? Or hit every single one on target? You feel that would be more realistic? If so, that is completely nonsensical. There are times in real life, and in FM, where you strikers cannot score for love nor money. That is part of football. Just like there are times when every shot you have goes in. If you are seeing your players consistently shoot from stupid positions, then you are doing something wrong. For instance, there are no good passing options open. I mostly see players shooting "randomly" when I come up against an ultra defensive side and there is just no room in and around the box to make passes to people in better positions. In that case, you need to work out how to create space. You are never going to remove shooting off target though, this happens way, way more in football than good shots and goals. In FM17 I would regularly score 5-10 free kicks a season, since one of my midfielders had insanely good long shots and free kick attributes. He got the team out of a hole a number of times. At the moment, I get one or two per year, because I lack such a player. I do not concede that many, but I can recall a few of them going in on FM18. Free kick goals are rare, and that is why we remember them. I bet if you go look at the number of free kicks that are direct shots at goal, and the number of goals in real life, the percentage of those that result in goals is really tiny.
  22. Help to understand my tactic

    Your tactic is quite close to mine in terms of the setup, except I use a CM(A) and a BBM(S) as my midfield duo, and a IF(A) instead of the RMD(A) (although I have never used the RDM so I do not know how this will affect anything). I find it to be excellent in the way it plays. For your team shape, I find the best way to think about it (and it is surely not the only way) is in terms of how much freedom you are giving players to deviate from their initial roles. Very fluid means they will be more willing to do their own thing. Highly structured means they will stick more rigidly to your instructions. This is not the only effect, and other people have written far better about this than I can, but I use this as a guide for myself. So I play standard structured, because I mostly want my team to do what I want. I do often use the "more creative freedom" TI however, which mitigates this somewhat. Standard makes the side less direct, and sit slightly deeper than control, so my players start deeper in general, and are more patient. In the end, it all depends what you want to achieve, other than winning? What is the style of football you are aiming to achieve? How can your players help you achieve that? Unless you can answer those questions yourself, it is very hard to set up a side in order to actually achieve a style of play. For me, I want to press hard to get the ball back, I want to be relatively direct when we do so to exploit space left behind. When this does not work, I want to be a little more patient. In particular, if we are starting with possession from deep, I want to build slightly slower than if we win the ball high up the pitch. Thus, I have an idea of what I want to do, so I could play with roles and duties in order to achieve it. Further, I played a lot with OIs in order to properly achieve the pressing I wanted. In my instance, I wanted to press specific areas of the pitch, rather than have specific players do specific things. The other thing to remember is that the players you play have a strong influence of what you see, and I think this is sometimes overlooked. So too is how the AI plays against you. For example, against higher rep sides, I tend to play very quick players up front (even if not my best players), because I know that the AI is likely to leave me more room in behind their defence, and fast players are able to exploit it. If, for example, I play against a side who are more defensive, I may play a strong centre forward, because he will be able to receive the ball, hold it up, bring other people into play. A weak but quick player will be less effective in this instance. You do not have to make huge tactical changes to exploit the AI, do not forget this nor overlook it. In your tactic, I would consider swapping the support and attack duty in the central midfield. The CM(A) and RMD(A) want to exploit similar areas, after all. I would not worry too much about the attacking fullback on the left, because you have the DM(D) who is also acting as defensive cover at all times. I love the W(S) WB/FB(A) combination too, they link up so well and are excellent for creating overloads.
  23. 4-2-3-1 Wide Tactic of AI

    I actually enjoy playing against the 4231, it rarely causes me any issues in the game. I also play a 433 (of the DMC and two wide player kind, I do not know if yours is the same), and we match up against them very well. I do not, however, play a hugely possession oriented tactic, I am happy to be quite direct. I really hate playing against the 4213 version of the 4231 where the midfield is moved back one notch. Defensively stable and can be devastating on the counter. I adopted it as my "crap we might get killed here" tactic against bigger sides. The one 4231 variant I did struggle against was Inter Milans. As they play with super attacking fullbacks and can easily overload you all over the pitch. Then I had to adapt how I played a lot to exploit the gaps they left by committing men forward. The real weakness of the 4231 is the gap between midfield and defense. This is what you need to exploit, and it is often best to do so quickly. If you can get the ball to attackers against the defense without any shield after an AI attack breaks down, you can cause all kinds of problems. Depending on what their wide players are doing, they can also be vulnerable down the flanks if you can double up the fullback and force someone to come across and help, this creates central space. If a team is pressing me aggresively and stopping me build up from the back, I simply stop playing out of defense and try to get the ball forward quicker. Not route one, but I take their pressing out of the equation in my third of the field.
  24. Directness depends on the roles you play, and the mentality you play. The higher the mentality, the more direct you will be. The key to a short passing game is knowing when to be direct, I think. You are not easily going to create short passes up the pitch and walk the wall into the net. Most of the teams who use possession as an integral part of their tactic do so as a defensive measure. This is typified in Barcelona, who keep the ball for long periods just to deny it to the other team. Whilst they are always trying to probe the defense, they do not really do much with the ball for long periods of the game (which, incidentally, I find to be tremendously dull). What sets them apart is the way they can be explosively direct when it calls for it. Once they have a chance to get the ball forward quickly to open a defense, they will take it, and not worry about the possession any more. This usually happens quickly after they have recovered the ball, when the defense is not in place and there are spaces to exploit. If they cannot do such an attack, they put the ball in the endless cycle of passes. These, for me, are the two key features of a short passing tactic. How to do this in FM? Well, it is not very easy, and you will probably need to have excellent players in the correct positions in order to pull it off. I play similarly to this, but I do not care for the possession and keeping the ball that much, I prefer to be more direct by fault. So I cannot give you an exact blueprint here. The first thing you probably need is a setup where you are able to press heavily, high up the pitch, and win the ball back as quickly as possible. You can do this with TIs and PIs, or you can do it with OIs targeting specific positions on the pitch which you want to close down, tackle, mark, etc. You also need to ensure that when you win the ball back, you have enough players forward who are going to get forward quickly to support an attacking transition with the opposition out of their positions. Further, you need to have the correct supporting roles behind the transition, who are going to be available to pass the ball to if there is no quick direct option available. These players will be your pivots, who are there to start the short passing sequences you want to have. There are many systems that can do this. I would use a 433, with a DMC and one of the two CMs on an attacking role (I actually use a CM(A) and BBM(S) in front of a DM(D) currently, so when I lose the ball I have 5 advanced players who can pressure the other side high up the pitch. You will also need great defenders, because if your press fails, you are going to be exposed at the back. For the possession side of things, and the short passing sequences, you need to make triangles of players, who are close to each other, and always give your players as many passing options as possible. This is usually easy in the centre, but less so on the flanks. If you play with wing backs, you need to absolutely make sure they are adequately supported by the wide attacker on that side. Otherwise you will likely see a lot of balls played to the wide channels for the wingbacks, who will then usually cross because they have no other passing options. I use a FB(A) behind a W(S) in my current tactic, and they support each other very well like this. They also are very good at creating overloads on the flanks, which can be very useful for creating space inside as defenders have to come across to deal with the threat. You will also need to think about how high up the pitch you are, since you do not want to compress your attackers against the back line. Also, how much creative freedom you are using for the team as a whole. Many people assume a short passing tactic requires very fluid, which may not always be the case. Very fluid causes your players to be closer together, but it also encourages your players as a unit to deviate more from the instructions you give them. This is not always desirable, since they may try risky passes that give the ball away cheaply. I prefer to use a structured shape, and then give the players I want to be making risky passes (I play without a designated playmaker) instructions to do so. I usually chose the midfielder who is not on attack duty to do this (the CM(A) is a central runner who creates and exploits space for/made by the forwards). This can change, depending on if I see us struggle to break sides down. I am then happy to give the side more creative freedom to carve out their own chances. Anyway, I hope that you can find this useful as a starting point to create an idea of how to generate the style you want. Or at least as the starting point for a longer discussion.
  25. I never get people who complain about the defending in FM. I conceded 15 goals in my last season in my current save. I always rank close to the top in terms of goals conceded in my league, regardless of the team I play as. Even as a struggling team, teams do not put lots of goals passed me. Also, mistakes leading to goals happen. My captain and best defender in my side made an absolute howler in a Champion's League Quarter final that saw me lose 1-0. It looked horrible, it was horrible. It was not "bad defending by the match engine" or a bug. It was just a mistake. They happen. People have unrealistic expectations about what they want to see out of the ME; their team always playing perfectly and never ever making mistakes. The mistake leading to the goal I speak of was down to pressing forcing the mistake, which if my side did it I would see as excellent play by my attackers. Same goes here, well played by the AI. I can also take the blame for noticing their pressing but not changing how I distribute the ball from back to front. The ME in Fifa Manager was absolutely awful, and there was a vastly different behaviour depending on how you watched the match. It was the first football manager game I played, when I was 11 or something like that. So it was exciting and new, and I too look back fondly. But as a football sim it is nowhere close to FM. Go back and play it to see. If your tactic stops working because of an update, you were doing something that was exploiting a weakness in the match engine. The patch closes the loophole, the tactic stops working. I have used basically the same tactic for 3 iterations of FM now, without any problems. I agree completely with this. The game makes incremental improvements, and this makes the game better. For example, the dynamics thing this year is absolutely excellent. Being able to tell a team leader to sort out problems in the dressing room for you, and it actually working has completely changed how you have to deal with the squad. No more having to have a chat where none of the options are what you want to say. On your point about people wanting to always win, and seeing any mistake their players make as a bug is part of the problem. In reverse, when a player scores a goal they see it as good play, their tactical theorems opening opposition defenses. Anyway, ultimately we can debate this until the cows come home. We will always all have different opinions about the game, and there is not really a right or wrong, especially when it comes down to personal enjoyment. Feedback and ideas are also good, because they stimulate discussion and may lead to further improvements in the game.