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Domoboy23

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Everything posted by Domoboy23

  1. I mean... those numbers even just going up to 10th dictate a GPG of 3.73. Which is very high when last season in La Liga in 2.5GPG., although I'd anticipate the ones we can't see to lower that. But I'd imagine not by much
  2. How does the latter even get past the alpha stage, nevermind into the beta (early access makes it sound more polished then it is, so yes beta), and then not be fixed for full release? Nevermind all the other ones that simply just take holiday and swimming to check. ie hockey scorelines, divisional clean sheets being less than a third what they are IRL and conversion rate averaging over 15%...
  3. Can I suggest that these are rolled out as soon as they are ready, and not waiting for them all to be ready as one big patch.
  4. It’s worth pointing out that we have upcoming updates planned in the near future which will address many of the issues raised so far. Stay tuned and expect to hear more from us on those very soon. Opening post. ME version number also the same.
  5. Reading inbetween the lines, no gameplay issues have been fixed. The update was just the full release, therefore database changes. It sounds like fixes will be at some point in the near future. Who knows what the near future and ''very soon'' is. Could be a few days, could be a few months.
  6. In fairness I think that COULD be different from the beta. The ME was always going to be 24.0, as technically it's the first one. Even if it has had changes from the beta (hopefully) for the amount of goals.
  7. Sounds like no fixes from the OP. Presuming just dB updates. A shame. Hopefully wrong, but would be good to know if any gameplay issues have been rectified
  8. There appears to be a fairly big reduction in the amount of shots taken in the Bundesliga and Bundesliga 2 compared to other leagues (even taking into account a 34 game season vs 38) it's still a lot lower. No idea why this would be. If they had a similar number of shots the conversion suggests they also would be in the + for GPG. I just want to be able to play a low block and not win/lose 5-4 every week
  9. I think the defending AI has always been quite poor, and far behind the attacking AI. This is what worried me when they announced the improvements to attacking AI. I think in general this year it seems better for most things, especially making at crossing etc which is what points me to conversion rates. But yes, when playing a flat 4-4-2 it's the people on the edge of the box they just lose. It also goes back to the old thing of, you should be able to tell the difference over several matches on an ME of a player with 15 vision and passing to one with 8 etc. Same with shooting etc, but of course like IRL players with 1 for long shots can still score a worldie or two! Which people do forget.
  10. Have to admit, I would love to see more tackles/bobbles and getting a foot in to make a ball loose in midfield. Also noticed a lack of blocks in the box from defenders when facing a shot.
  11. xG overperformance does however seem to be in excess of +250 goals per season in the leagues highlighted in the spreadsheet (Champ, L2, Spain etc) suggesting that it isn't necessarily a case of too many good quality chances being created. Small sample size though of course, and it could be a combination. That being said, quite happy with the ME and how it plays, probably the best ever. Maybe a bit more chaos needed and passer % lowering for defenders/certain players. But the amount of goals is a big one for me at the moment and is stopping me playing. Just makes games seem completely random, game plans pointless, and no seeing 0-0's or 1-0's only as rarities.
  12. If it is (and it looks like it) just the sheer conversion rate that needs to be toned down, that should be doable without altering anything else in the ME. As the shot would be the end point of a move. It's not as if it's a case of changing the amount or type of chances (which would be a big thing) etc with potential knock ons
  13. I've posted this in the relevant bug thread, but just to keep people in here updated as I know there's been a lot of feedback in regards to high amounts of goals. The below is the most complete sim/spreadsheet I have done yet in terms of amount of leagues and conversion rates etc now included. As soon as the ''full'' release hits at 4pm I will download and begin to sim, and add a column for the new version and update so we can see if there have been any changes. Please note for FM24 some teams had a conversion rate of up to 21% (so 1 in 5 of their shots goes in the back of the net) come the end of the season!
  14. It's conversion rates averaging 15% rather than the usual 7% irl or 9% on FM23
  15. @Kyle Brown Latest and most complete test yet. Will update the below as soon as the ''full' release occurs tomorrow and testing has been done to allow us to see if there have been any changes. Please note for FM24 some teams had a conversion rate of up to 21% (so 1 in 5 of their shots goes in the back of the net) come the end of the season!
  16. Latest and most complete test yet. Will update the below as soon as the ''full' release occurs tomorrow and testing has been done to allow us to see if there have been any changes. Please note for FM24 some teams had a conversion rate of up to 21% (so 1 in 5 of their shots goes in the back of the net) come the end of the season!
  17. It's bordering on "unplayable" for me atm. The matched are far too unpredictable and border down to pure luck at the moment. If it is (and it looks like it) just the sheer conversion rate that needs to be toned down, that should be doable without altering anything else in the ME. As it would be the end point of a move. It's not as if it's a case of changing the amount of chances (which would be a big thing) etc
  18. That is 10.8% fwiw. So inbetween both which is quite significant.
  19. My understanding is that the conversion rate has always been higher on FM. But around the 9.4% mark on FM23 across the same sims. So yes, needs reducing! Even a reduction down to an average of around 11% would make a considerable noticeable difference
  20. If it is simply a conversion issue which it appears to be, I imagine this is easily solved without any knock ons to the rest of the ME. The conversion % on average for a league probably needs to be in around the 9-11% region for us to be back on track. Rather than the 14-15 ranges we are seeing compared to around the 7-8 mark IRL . FM23 was around the 9-10 region. Unless if course it's a combination such as high conversion rates and higher than usual xG in matches, in which case trying to rectify the xG issue would I imagine be a considerable potential ME change. I have not tested the xG stats to RL yet though and the expected xG does seem to the eye at least, fine. It's the actual vs expected which is the main underlying issue caused by the excessive conversion rate.
  21. I think we have our issue here. AVERAGE CONVERSION RATES ACROSS THE ENGLISH CHAMPIONSHIP IRL 22/23: 8.2% 21/22: 8.1% 20/21: 7.6% 3 YEAR ROLLING AVERAGE: 7.96% FM SIMULATIONS SEASON 1: 14.37 SEASON 2: 13.91 SEASON 3: 15.01 3 YEAR ROLLING AVERAGE: 14.43% THIS TEST HAS BEEN RUN ACROSS MULTIPLE NATIONS AND LEAGUES, ALL WITH EXCEPTIONALLY HIGH CONVERSION RATES. THIS IS A UNIVERSAL, NOT LEAGUE SPECIFIC ISSUE.
  22. The team top of the championship for shot to goal conversion last season IRL wouldn't even be 17th in the table on my simulated save For further context in 21/22 the top team (Fulham) had 10.7%. And Bournemouth in 20/21 has 10.3%. For further context this is the stats from my current save 32 games in... AVERAGE CONVERSION RATES ACROSS THE DIVISION IRL 22/23: 8.2% 21/22: 8.1% 20/21: 7.6% 3 YEAR ROLLING AVERAGE: 7.96% FM 24 SIMULATIONS SEASON 1: 14.37 SEASON 2: 13.91 SEASON 3: 15.01 3 YEAR ROLLING AVERAGE: 14.43% (FM 23 SIMULATIONS SEASON 1: 9.33 SEASON 2: 9.25 SEASON 3: 9.58 3 YEAR ROLLING AVERAGE: 9.38%) THIS TEST HAS BEEN RUN ACROSS MULTIPLE NATIONS AND LEAGUES, ALL WITH EXCEPTIONALLY HIGH CONVERSION RATES. THIS IS A UNIVERSAL, NOT LEAGUE SPECIFIC ISSUE.
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