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dannyfc

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Posts posted by dannyfc

  1. 1 hour ago, Flohrinho said:

    I wish SI would wake up to the fact that implementing a "chose your answer" interaction system is impossibly to implement in a meaningful way. In some cases it works without causing too much of a hick up, but in 75% of all cases, none of the answer fit to anything that I would choose to say in real life. So all I can rely on is my experience of what answer either causes the least upset or gets the result I want to achieve, but it feels like I always have to work against the system. The problem with the interaction system from a game enjoyment point is that at best it's just immersion breaking, at worst it manages to get me angry at the game for being completely illogical or completely missing any context in which the conversation has taken place.

    My advice. Strip it out completely. Make it simple again, let us make up the reasons and conversations in our own head if we want to or simply take it as is. A player wants to leave? Just notify us, give us the option of "grant wish", "try to convince him to stay", "deny talking to him". After you chose an option, you simply get an answer like "still wants to leave", "isn't happy about your decision but agrees to stay", "agrees to stay if you offer an improved contract". Something along those lines, no fake conversations where none of the answers I can give fits to what I would say, or sometimes don't even fit the situation or what the player has said to you. It's also easier for you to bug fix and maintain.

    You can go with other interactions in the same direction, the "choose your answer" stuff simply isn't working. It never has and never will unless you can mirror human conversation to a reasonable degree.

    Yeah really good point - less is more when it comes so simulating human behaviors. Best to keep it as generic as possible and leave the rest to our imagination. 

     

  2. 1 hour ago, Dagenham_Dave said:

    I might be forced into starting a new save soon, which when you consider the amount of hours I've already got in this one, would be heartbreaking. However, the amount of annoying glitches in general gameplay since the update is becoming unbearable. The latest one is a news report saying I could be losing my right back due to a relegation clause at my 'recently-relegated' club. This report coming a few weeks after we've just won promotion to the top flight. 

    I've also got a player who was annoyed I wasn't playing him as a Mezalla (even though I was), and then when the broken promise thing came up, I promised to fix it, and from nowhere the promise now states he wanted to be played as a BWM instead, which I don't play with. Meaning, I'm being forced to sell one of my best players because of complete broken nonsense. 

    Such a shame, as the match engine is terrific this year, and I've really liked the new additions to the game (I'm one of the few who really like the squad planner, and it's great this now includes trialists). 

    I know it's not the ideal solution but I opt for the saved game editor in these instances.

    Promises just aren't nuanced enough to not become a headache, so I just remove the unhappiness if I feel it's unwarranted and carry on with my save. 

  3. 9 minutes ago, jacob_m_mack said:

    I think re: the attributes don't matter & the inability to distinguish elite players question, the biggest problem for me is that certain mental attributes (some of which are weighted very highly in the CA formula) have very nebulous effects. For lots of attributes I know they have persistent effects throughout (pace, acceleration), have persistent effects when a player is in a a certain state (dribbling), resolve contests between players (jumping reach), or they impact a players performance at completing certain actions (passing, finishing, first touch). I know for certain that these attributes are doing things, they are tangible, these things make the player better, they increase the chances of my team scoring and reduce the chances of the other team scoring.

    It's true for some mental attributes as well: Composure for example is a mix between state based persistent effect and success chance & degree on actions, as it impacts a player's ability to complete all actions taken under pressure. The tangible effect of composure is why many people point to it as one of the most important mental attributes year after year.

    The flip side is something like Decisions, if we take the attribute description for Decisions at it's word then it primarily impacts player behaviour and doesn't have an actual tangible, measurable, consistent impact. The thing is SI, who are a bunch of game developers, are never going to be able to model a decision making process that has a substantial impact on the result of an elite level football match. I'm not saying this to slight them, the majority of professional football players & managers could not do this even if they had the inclination and could code like game devs. It's a process that for people who aren't truly elite level footballers may as well be arcane knowledge. The same is true for an attribute like Positioning. And if these attributes are in fact primarily behavioural, then that has run-off effects on the majority of mental attributes. If a player has elite vision but they are making their passing decisions with a game dev's brain then the impact of elite vision is lessened. If the game is handing players with good anticipation advanced warning of what's about to happen it matters alot less if they they're using a game dev's decision making and positioning to react to that knowledge. If a player is known for popping up to make clutch tackles and interceptions despite mediocre physicals because of their positioning, decision-making and work rate then they will seem much more like a slow headless chicken in FM, because their elite level decision making and position making has been all but lost. And so on and so on.

    The key (and maybe this is already in the game, who knows, I can't see the code) is that no attributes impacting CA can be primarily behavioural, because SI does not have the means to model behaviour equivalent to a top level pro in that it can substantially change the outcome of matches. Again, this isn't a failure on SI's part and no one should expect them to be able to do this. But they can't give "Decisions" a weighting of 8.0 in the CA formula (and thus indirectly siphon points away from crucial attributes) if it's just going to impact a player's decision making. It needs to have a tangible, measurable impact if it's going to be that "important".

    Just throwing it out there as an example of what it could do: maybe decisions lets a player "re-roll failures". Like say a player with high decisions attempts a high-risk, high-reward pass and the engine initially determines that pass is intercepted. Upon the initial failure of the pass roll a test for the player's decisions and if they roll high enough then the pass actually completes. This could mirror the fact that poor decision makers on a football pitch often take either regressive or high-risk, high-reward actions, while good decision makers will somehow find a way to take low-risk, high-reward actions. As game developers and not-football pros SI will have a hard time identifying how exactly these players consistently find these passes (and again we shouldn't blame them for that, I can't do it either), but they can take steps that will simulate their impact if not the actual process.

    I understand your train of thought, but by that logic - anticipation and positioning would have no material benefit and you'd be better of opting for players with lower values with the CA spent elsewhere.

    On the contrary,  I find both anticipation and positioning almost the highest performance indicator. Maybe since theyre coded in the manner you alluded to, but it ensures the players is more likely to be first to the ball which is crucial.

    Decisions I'm still undecided on as it's much more nebulous.  My current best player has high decision making for that level, but unsure whether that's just coincidental. 

  4. 8 minutes ago, Johnny Ace said:

    Like the jumping example, Peter Crouch was 6'7 and lousy in the air, why? He had the build of a rake and would get out muscled every time vs a centre back 

    Off-topic and I actually agree with the sentiment, but just to note Crouch actually has the highest number of headed goals in PL history. I only know this as I made the same point about him being poor in the air despite his height before someone else corrected me! 

  5. 1 hour ago, el_manayer said:

    I have the feeling than in older FMs attributes were more important. I remember in FM10 signing a creative midfielder, watch the matches and really feel that the guy was something else, with different thinking and passing abilities than the rest. Had a similar feeling with a tall strong forward, which I could really feel his physical superiority and how defenders struggled against him. My feeling is that the game is so bloated with stuff now that influence the calculations, that the attributes themselves have a much smaller weight in the final output. I don't say that moral, team cohesion, etc. should not influence... but maybe it should have less of an impact, so that you see Messi in the field and you feel that this guy is Messi and not another random dude.

    I think it's a natural consequence of trying to maintain a 'balanced' match engine. 

    Definitely agree individual attributes felt more pronounced in the older games, but they also had glaring exploits or styles of play that were completely dominant. Very often all you needed to be successful was to feed a pacey striker through ball after through ball, there wasn't any real tactical depth to it. 

    FM 13 was where it started to shift away from individuality to more of a team game. Suddenly less space available to exploit or players to dance through, so you need to maneuver the team as a whole to get result. Overall it made the game a lot more tactical , challenging, and tbf realistic, but unfortunately it also lost much of the magic moments of individual brilliance. 

    If there was one underlying aspect of the current ME that I don't enjoy it's the aversion to congested areas. Players will completely lock up if faced with physical opposition, and rather than take-on or try to play through, too often they'll just turn around and opt for the safe ball back. Maybe that is the best option the majority of the time, but flair players should absolutely attempt risk-taking actions to try and break a deadlock.  

  6. 2 hours ago, Van Der Berg said:

    Thansks everyone. So, the gist seems to be...Set up positioning based on the players you have, preferably keeping it to something simple such as 4-4-2, and avoid giving elaborate roles to the players. Use generic roles and only specific player instructions if you have players capable of that.

    The two questions that I have then are...

    1. Whenever I try setting up any form of 4-4-2 with the players I have, I end up with a huge portion of the field being in red in the analysis of how well my players are covering the field. Is this something you generally ignore or? So far I have always devised tactics so that I have as little of the field in red as possible, reasoning that e.g. if I have parts of my left side in red, it means there won't be anyone covering them, and then the opposition can simply use their wingers and wing backs to operate there freely and cross the ball into my box to their heart's content. Likewise, having red in the AM part of the field (which happens with 4-4-2 a lot) would mean the space between my midfield and attack is to wide and I probably won't be able to get the ball to my attackers. Especially the case if I play 4-4-2 without good wingers.

    2. More philosophical question - if you have a mediocre players, pretty generic and simple tactics...how do you differentiate yourself from the other teams in your division who are doing pretty much the same? My assumption always was that if you have players of similar quality as the rest of the league, you need to devise some clever tactics to take advantage of what advantages you have, otherwise if you use a generic and simple tactics, you are pretty much the same as everyone else in the league and you will likely end up in the end exactly where media prediction before the beginning of the season puts you.

    Tactics can only take you so far really, and the long term objective should always be to improve upon the players in your system as that's how you sustain upward progress.

    Fortunately in LLM, even the smaller clubs can land better players than those with larger budgets through effective scouting and player development. 

    That's not to say you can't exceed media expectations. Being an underdog can actually make things easier, as the impetus is on your opponent to make the break.

    By simply focusing on being defensively solid and patient, very often the opposition will over extend to force a goal and making gaps in their shape that can be exploited on the break. Even if those opportunities don't materialise, at the very least you can come away with a point.

    Over time as you add improvements to your squad, you can then start to become more expansive against weaker opposition.

    But yeah stability and slow progression is the foundation.

    Ironically just had rude awakening in my current save after becoming over ambitious. We're 2nd in the table from mostly grinding 1-0s with a 4-1-4-1 counter, and were up against bottom of the league away from home. Given we'd just beaten two playoff contenders leading up to it, I decided to take the game to them and attack from the off.

    Despite making good opportunities early on, they punished us on the counter and were 4-0 by HT. I reverted to a more stable approach after the interval and managed to bring it back to 4-3 but it was too late. Lesson here was I didn't need to throw men forwards to get the goals, but in doing so gave my opponents enough clear opportunities to kill me early on. 

     

  7. Don't have time to reply in detail to cover all your questions, but generally my advice for LLM:

     Keep it simple- don't over complicate

    Very easy to fall into the trap of constantly tweaking a system toward a very specialized style of play your team isnt good enough to execute. Particularly if it's reliant on specialized individual roles, e.g. playmaker or complete wing back. 

    Your players wont be at a level that can perform them consistently, and your entire game plan can grind to a halt if theyre having an off day.

    Instead, looking to capitalise on opposition mistakes is much easier and puts less reliance on individual brilliance.

    For this reason, simple tactics with uncomplicated routes to goal will take you far. Going direct gives more opportunities for your opponents to make mistakes, and less opportunities for your players to ruin a build up. This is percentage football.

    Give your players generic roles (FBs, BWMs, CMs, DMs, Wingers, TFs, PFs) and ideally in close supporting pairs so there's always  options available.

    A direct, wide 4-4-2 is usually a staple at this level for those reasons.  Or a 4-1-4-1 for when you want to be more midfield stability,  especially away from home. 5-3-2 and hitting two high pressing with deep wingbacks also works.

     

  8. I've found the "Drop off" defensive instruction effectively resolves the ball over the top prevalence, but it is quite limiting tactically.

    Still feel passes are too accurate, especially in lower leagues. Completion rates are down from last year, but only since players have a tendency to send it long regarding of passing options.

    For example my conference team successfully utilises the "Play out of the defence" instruction, despite low composure and technical ability. I can't remember a single instance of being punished by a stray pass or miscontrol. 

    Even Arsenal struggled to implement it when Arteta first arrived, so a tier 5 team shouldn't be doing it with relative ease. In tier 5 mistakes should be even more prevalent, a compromise increased ball retention and providing a difficult tactical decision on the risk vs benefit.

    The ME is still relatively good in  my eyes, but would like to see player attributes and Team Cohesion have more of a visual impact on what happens on the pitch.

    Right now, better players perform better, but there isn't a noticeable difference in how the game plays between the highest and lowest levels. 

  9. I've found in the initial loan negotiations the parent club is usually willing to forgo the obligation to play a specific role if you request it. They usually add another 5% to the wage contribution to counter balance, but I prefer that for peace of mind and more tactical flexibility. 

    I understand the logic for having it in but honestly it doesn't add anything to the game beyond being an annoyance. Would be better off just simplifying loan happiness based on playing time. I could be wrong but I don't think the in-game role choice impacts the players development anyway so feels a bit redundant. 

  10. 4 hours ago, dunk105 said:

    Re: Crossing. Maybe try early crossing. We all love work ball into the box but finding this year that this option will end up with what you describe. For me first time I've ever really seen the early crossing option visibly do something.

    Have you had much luck with headed goals?

    I'm about halfway through my first season - and haven't seen many from either my team or the opposition. However, I don't really have any great targets to aim at though so I'd be interested to know if it's a viable option with the right players. 

     

     

  11. On 14/11/2022 at 11:47, SC00P0NE said:

    yes, teamwork + match practice will greatly increase TC. As long as you train these two religiously, I don't find building TC that hard at all.. I also never bought players based on if their personalities fit into the team, and yet, I always managed to fill my TC bar over time notwithstanding through appropriate training sessions..

    Yeah honestly I've always found it too easy if anything. Never paid attention to personalities or bringing in players who were the 'right fit', but by using the Team Bonding schedule it's relatively easy to accumulate good cohesion very quickly. 

    It's one of the features in recent years which I think is a great addition to incentivise realistic squad building rather than an XI of wonderkids - but it's perhaps a bit too forgiving imo. 

    I would quite like to see influential players have more of an impact, for instance maybe you should only be able to attain the higher levels if you have enough players with high leadership or good personality mixes.  I tend to disregard the scout reports that mention players potentially being a peripheral figure, so would good to see more consequences from ignoring that.

     

  12. Can someone confirm if this a bug or feature?

    In contract negotiations for new signings, I'm unable to progress to the salary screen if I select the 'Star Player' role without any additional promises. 

    In the screenshot below, you can see with no promises the button to progress is greyed out. 

    If I stack an additional promise, e.g. takes freekicks, the button becomes available to suggest. 

    If I select a less important role, e.g. Squad Player, the button becomes available to suggest even without an additional promise. 

    There are no other salary constraints or excessive number of Star Players which would inhibit this. 

    image.png.fc691d880847a978d2bf329eac95e533.png

  13. 24 minutes ago, TheArsenal63 said:

    Not at all, young football fans are usually the FIFA crowd nowadays. I did caveat that. And people who play Rimworld who are not football fans are not playing football manager.

    But people who play Rimworld who are football fans will probably like Football Manager.

    Obviously FIFA is dominant, probably across all demographics, but FM still holds interest for football simulation fans regardless of age.

    Like I said earlier, young people aren't idiots. There's plenty of interest for non mainstream games in those ages, let alone FM which regularly tops the sales charts. Its naive to think only older adults play it. 

  14. Just now, (sic) said:

    Times were simply different back then. Gaming wasn't as common, realistic graphics weren't a thing. Kids nowadays are used to a certain level and standard of gaming, whether it's UI, graphics, or whatever. FM just doesn't meet those things. Then the other thing is gameplay, majority of kids just prefer more action style games like CoD, Fortnite, Overwatch, etc. FM is like the complete opposite from action :D 

    We still had FIFA and PES growing up, it's all relative as at the time the graphic was perceived as ultra realistic.

    You guys are doing the younger generation a disservice I reckon, the exact same things would have been said 10/20/30/40 years ago. 

    There will definitely be young lads who enjoy statistics and pouring over every detail in a football database. It's more of a personality than an age thing. 

     

  15. 3 minutes ago, wicksyFM said:

    My son is 15. He has no interest in football manager at all. I asked if any of his friends or people from school play. He does not know a single person that plays. They all know the game, but they say it looks boring, slow and the graphics are terrible.

    It won't have mass appeal but there will definitely be lads that age interested. 

    My first was CM 00/01 aged 10. Me and my mate were addicted, we used to go down the park and act out the highlights of the players we signed. :lol:

  16. 18 minutes ago, dunk105 said:

    One thing Rashidi has said in his videos and twitter is that "mentality" should be really labelled "risk".  Not too sure how it works myself but have found that its better to tell your defence either to step up or drop back as this doesnt leave them to their own devices and certainly cuts down on some of the silly things Ive seen.

    Honestly that's how I always thought it worked anyway, hence why most low block counter attacking tactics also needed higher mentalities to ensure the ball is played quick enough to exploit the space.

    @Rashidi any insight on what's specifically changed from previous years? ta 

     

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