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RBKalle

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Posts posted by RBKalle

  1. 15 minuti fa, mikenevo ha scritto:

    People aren't really getting the point of this thread. This isn't a "the game is too easy because I win every trophy" thread, it's a "it's too easy to go from obscurity, managing low level teams, to getting a job at a world class club within 5 years" thread. I have no problems with the management of teams being too easy, as I understand that in order for the game to be marketable, it needs to be playable.

    When I got the job at Swansea City, i thought "ok, this is fine, they just want to take a risk and hope it pays off and I know I'm good enough to repay that faith", then when I get the Manchester United job 9 months later... What is this game? I've gone from managing a 2 star team, to managing a 4.5 star team (who are the best in England) within 1 year. You can't tell me that's normal and should happen.

    I basically applied for the Manchester United job just to see what happened, having got the Swansea job without expecting to even be considered.

    It's too easy to land prestigious jobs after only a couple of good seasons with lower-level clubs because it's too easy to overachieve at ANY level in the game.

    So while your original question wasn't strictly related to the game's difficulty in itself, it's one of its byproducts.

    Then again, sometimes Top Clubs hire managers whose pedigree isn't exactly top-shelf... Seven years ago Maurizio Sarri was a 53yo dude with a modest career in lower divisions and then 3 good seasons at Empoli (only one in Serie A) were enough to get him appointed by Napoli.
    Heck, two of AC Milan's most iconic managers, Sacchi and Capello, were given the job despite a very unconvincing background, both being basically rookies at Serie A level.

    Mourinho didn't have a stellar record when he shocked European football with Porto. Guardiola and ZIdane didn't have a record at all. People could argue Solskjær isn't the right man for MUFC and his career so far isn't exactly a success story...

    The list could go on and on... The problem isn't a moderately successful (or promising) manager landing a prestigious job despite not being a Top Manager already. The problem is you'll likely be able to transition from Swansea to a Top Club with little or no issues, maybe only a few hiccups while your opening winning streak (usually courtesy of Gegenpressing 4-3-1-2/4-4-2) will win the locker room leaders over and they'll all love you.

  2. 5 ore fa, masno ha scritto:

    one day SI will get in a two-path decision where they will have to decide if they are gonna increase the difficult of the game increasing the realism, and getting some players to be mad at it, or getting the game easier to please the casuals, getting the hardcores mad.

    Are you sure?

    The hardcores don't have any other option to get their "fix", and they have already shown they'll go to great lengths to create the difficulty level themselves (self-imposed restrictions, even a skin with complete attributes masking). And if anything fails, there's still the tactical side of the game to challenge and explore.

    The casuals will kick FM to the curb if they won't win the CL final upon the third reload, or if there won't be any more "supertactics" or overpowered styles that can almost guarantee insta-success to most.

    Here's a gem from a FB group... Even a few other members questioned its legitimacy, and it's a place where such scorelines are as common as a 1-0 was in late 80s Serie A...

    8-2_cl.thumb.jpg.6cd07a8a6529e7ba1b1a4416da93f453.jpg

  3. I won't bother mentioning the usual long-term wishes like better AI squad building, negotiations, transfers, awareness etc. Or the usual ME quirks that will inevitable hamper FM20 as well (it's just a matter of WHAT, not of IF).

    So, let's go for some minor stuff

    * No more "squad's less desirable traits had a negative effect on the player" BS! A determined and professional player won't become a slacker if his teammates are. Much less if it's just a bunch of backups being the worse. Conversely, a team of model professionals won't turn Joey Barton into one of them either.

    * Stop having staff suggesting stupid positional training. I don't want nor need my best DC prospect to train as DM because we lack depth there...

    * Revamp international management FFS! It's the same tedious superficial crap it was 20 years ago... And please, I don't need to scout players in my NT Pool to find out the players' exact attributes.

    * Visual cues in the TC screen for where players will end up... I need to know if my CF (A) is going to wander off both flanks because of a wrong instruction or by design.

  4. 3 ore fa, rdbayly ha scritto:

    I’d appreciate it if users had a clearly defined tactical identity they persisted with, but the inconvenient truth is that people pick what works in the iteration (striker less narrow in 17, 3 up front last year, gegenpress this year). 

    DING DING DING!

    We have a winner!

    At some stage, after weeks/months of banging your head agains the wall while trying to figure out why your apparently reasonable setup in the TC just doesn't translate at all to the ME and your desired playing style simply isn't happening, you go "sod it!" and go with whichever combination is all the rage in the current version, even if it's far from your original plan.

    Which is a shame and makes the game much more boring and uninteresting, because most "success stories" involve only a handful of formations and styles.

    3 ore fa, kingking ha scritto:

    I don't understand the point OP is trying to make... 

    To me this thread says "People love winning on FM 19"

    The point is: "most FM players want to win with as little effort as possible, so SI are understandably not killing themselves to make the game particularly challenging/unforgiving especially in the long run".
    It's not what we hardcore FMers would want, but it's smart business.

    We'll keep on playing an "easy" game, finding workarounds. Guys who'll brag about a quintuple with Wigan in 2021-22 will be horrified to find out they won't be able to overachieve so much and will likely stop playing and not come back for 2021

    2 ore fa, masno ha scritto:

    Difficulty levels

    On paper, why not. But how?

    FM is a complex game. In RPG or action games you can increase the encounter rate, alter the enemies' level-scaling to make it harder or easier. In driving or sport games you can alter the AI's attributes or the modifiers.

    But FM is basically a game of numbers based on reality. Playing at "easy" you shouldn't get opponents' CA cut by 20%, just like Joe Bloggs from Bumfluff Utd shouldn't reach Messiesque levels when you face him at Hard level.
    Even by applying modifiers to stuff like Reputation to make transfers more difficult, it'll be fake difficulty. Like, a foreing low-level club won't turn down 20M for one of their players, and he won't turn Liverpool down because "difficulty level!!!".

    Frankly, an anti-reload feature would be enough to nip in the bud most "incredible careers"...

  5. Hard to tell...

    FM19 is absurdly frustrating in terms of strikers movement, to the point of wingers in flat 4-4-2 will likely score double-digits, on par with your second-best striker.

    However the TC improvements are maybe worth a try, if you're ready to sit through long games on "Extended" highlights to see if everything works as you'd expect and want.

    The new training system is frankly awful, so not having it is a plus. Mentoring is a mixed bag and so is most of the interaction/dynamics.

    Frankly, it's a matter of habit... Once you're used to the new features, you'll sort of miss them. But if you don't use them, you're good to go with any older iteration.

  6. 24 minuti fa, shirajzl ha scritto:

    Feasible, yes, but very, very difficult. The two extremes we're talking about are so far apart that a "happy" medium would be like a compromise in marriage; no one is really happy. :)

    Think about it. On one hand, we have hard core fans who play literally hundreds, if not thousands of hours of FM every iteration, trying out all sorts of tactics, leagues, clubs, challenges...On the other hand, we have an average gamer who buys FM, spends 30 hours playing it with a downloaded tactic, wins everything with Man Utd and leaves the game until next year, perfectly pleased with the whole experience, value for money and all.

    I know...

    And that's the sentiment behind my original post.

    Actually I think the biggest category of FM'ers is the one of those playing the easy-hardcore way, if this makes any sense. Those who pick a random club somewhere, fire up a SuperTactic, sign all the available wonderkids and hidden gens they can put their paws on (courtesy of countless downloadable shortlists and word-of-mouth) and then go on to have stellar, longish careers dominating the world with Forest Green or FC Santa Claus.

    The "5 seasons with City and then let's move on to FIFA or God of War" folks are indeed many but they aren't dedicated enough anyway to notice or be affected by a shift in the long-term dynamics.

    Regardless of AI's improvements, you could still realistically go on to have huge success with a Top Club within the first few seasons. All you need is a plug-in tactic and as many reloads as you feel acceptable :D

    On the other hand, a tougher AI would indeed affect the "rags to riches in 5 seasons" brigade. A lot. And that's a slice of the pie SI/SEGA can't really afford to lose.

    We know we'll all be there in 2-3 months, moaning about the newest "pointless" feature and about the long-term issues still affecting the game. But also ready to take on the Gibraltar Academy challenge or to tackle the "new and improved" TC (now with 3 new roles and Fluidity Options!) with the same enthusiasm.

    You know what? The more I think about it, the more I'm both surprised and happy that FM hasn't "sold out" completely to the casuals and to the Power Trip players... :cool:

    It could be better (AI, transfers, CA+PA+Rep, quirky ME etc) but it could also be a lot worse, with "Click Continue to Win" being THE only viable playing style.

    I guess lurking around Facebook groups has given me a new perspective and a renewed appreciation of the whole game, seeing how people treat it...

  7. 34 minuti fa, phnompenhandy ha scritto:

    I see what you're saying, but I think it's an unfair attack on SI.

    It wasn't meant as such!

    It was more the realization of our take on the game being a minoritarian one.

    If anything, SI are right in keeping it "power-trip-friendly"

    19 minuti fa, shirajzl ha scritto:

    These kind of discussions always come down to the business aspect of things. Gaming is industry, business lead for profit, which I think we often forget

    As said above, it's indeed a smart strategy.

    an imperfect AI frustrates a few hundreds diehards who may actually enjoy NOT being able to sign dozens of great free agents or to breeze through divisions.

    but that same challenge would alienate thousands of FM-ers who are after a nice relaxing ride.

    Then again, a happy medium could be feasible.

     

  8. With the annoucement of the announcement of FM20, we're all speculating about new features, tweaks, improvements etc, with predictions and wishlists ranging from reasonable and long overdue to complete and unrealistic fantasies.

    Still, I feel we're missing the point, by a big margin.

    If you've ever taken a tour on one of the many FM groups on Facebook, you'll know what I mean... Thousands of FM players posting screenshots of outlandish scorelines, ridiculously one-sided top-matches ending with waterpolo scorelines, adventurous tactics you wouldn't dare on FIFA/PES, laundry list of expensive transfers or of suspiciously impressive newgens and wonderkids, years-long winning streaks...

    In short: the average FM gamer is a lazy guy who's in there to lead whichever club he picks (usually his favourite one and/or a Top Club with a bottomless pit of money) to world domination as soon as he can til he gets bored and starts it again in a different country.
    The sheer amount of high-scoring games and of incredible wins makes me think they're all using one of the "supertactics" (likely with bugged set-pieces) to achieve such success so quickly.

    Basically FM is, to the majority of the customers, a rather straightforward Power Fantasy where the key is signing better players and clicking Continue to win matches and to see players develop.

    So in that scenario, why should SI kill themselves to fine-tune AI transfers, squad building and tactical instructions and I/O results in the ME, while the biggest portion of the players are happy with the game exactly because of those features not being that refined and thus still "exploitable"?
    It makes little sense focusing on what is, sadly, marginal stuff that a small, but dedicated, minority wants.

    When people finds out Gegenpressing is the most effective style, most will simply use it. Few crazy and stubborn souls will instead try to get Hoofball to work anyway, but that'll likely lead to season upon seasons of midtable finishes in League One. Hardly stuff you brag about on social media. Or a compelling scenario to keep on playing for weeks or months.

    So, long story short: FM is "easy" and "flawed" in some aspects because a more realistic, yet punishing, game would alienate a huge section of the customers. While we joke about "Football Therapist 2019", a more appropriate nickname should be "Football Messiah 2019" considering the Power Trip aspect of the game is its biggest selling point...
    Changing it would be counterproductive and just poor business.

    Like, in F1 games you can jump into a Williams and likely win races. If it was really realistic, you'd be lucky to finish 10th in a race of attrition... But who'd pay to play a chore of a game?

  9. 8 ore fa, michaelghamilton ha scritto:

    Is Google Stadia a subscription base platform or free like Steam?

    AFAIK there are three options:

    * Free, with graphics settings capped at 720p
    * 9.99 p/m, without graphics settings limitations
    * Founder Edition, same as 9.99, but for $129 it comes with a Chromecast, a limited-edition gamepad, 3 free months and a free trial for a friend

    The catch is that you'll still have to pay for the games, full price according to some rumours, or at least at a price set by the distributor. Meaning effectively you'll likely pay five tenners (give or take one) for a game that you may or may not be able to play, decently if at all, depending on your internet speed.
    And clearly if you're offline or on a mobile device, you're boned.

    And I used to think Steam was bad :D

     

    P.S. It's not a dig at SI/SEGA, actually Stadia has (had?) a lot of potential and promise. And FM is THE ideal game for such a platform. I just think we're not ready yet... (and, again, no logos/facepacks/shirts, no Stadia).

     

  10. I'm no expert, but I can't see Stadia allowing users to apply copyright-infringing mods...

    Also, how could those extra files work if I'm streaming the game from their servers? "My" copy of FM, residing on my hard drive can go find the graphical and editor add-ons on my local drive and load them.
    But if I'm basically playing in remote and my local device is a glorified terminal, how is it gonna work? It can't add the logos "in post-production" locally, because the data I'm getting is already the finished product, so to speak.

  11. 2 ore fa, Tony Wright 747 ha scritto:

    As has been said many times the graphical engine and the match engine are two different things and they both need improving

    Fine.

    But for a football MANAGEMENT game, which one is the obvious priority?

    a) state-of-the-art graphical engine on an outdated/quirky match engine
    b) adequate (for its purpose) graphical engine on a state-of-the-art match engine

    As I've said many times, I don't give a toss about how great the animation for a shot is, much less if said shot shouldn't have happened in the first place because it went against my entire tactical setup the ME decided to ignore (likely because most instructions are NOT what it says on the tin)

    I honestly struggle to understand why this is even up for debate... It's like clamouring for a Civilization game to have Triple A-level graphics, a la Red Dead Redempion, God of War etch. Would it be cool? Sure. Is it necessary and worth investing time and resources? Hell no.

  12. 6 ore fa, prot651 ha scritto:

    I think your incorrect in that assumption . My thoughts are that the 3D game is the end result of your preparations before that game . If it doesn't bother you then stick figures would be ok for you ? But it's like a really good movie being let down by its ending . A bit like GOT that was a fantastic series but is remembered for its last episode which was average. So FM is the same that is a great game let down by its ending but it is improving although I think they have gone backwards since FM17 in the ME .

    I disagree.

    The 3D game is indeed the end-result of match preparation etc, but its biggest issue isn't the graphical part. I wouldn't mind having Sensible Soccer-like sprites (with like 6 animations) if the ME itself did execute my intended gameplan to a tee. And if the TC instructions were as straightforward and effective as their label suggested.
    Basically, give me a crappy 1999-style graphical rendition of a state-of-the-art Match Engine in terms of Input-Output. I set my team up to play narrow, possession oriented game? I don't want to see a cross, a long shot or hoofball. EVER. I set up my team to play urgent, direct hoofball toward my 6"6 target man? Great, I don't want to see pointless tiki-taka between my CMs, and the CF should never leave the box while we're in possession. And so on.
    All that without needing to read 100 pages of educated guesses and insider's knowledge either.

     

    Conversely, I couldn't give a rat's ass about having a FIFA25 presentation if the current ME quirks and flaws are still there... Top-level players not hitting a barn door, always choosing the wrong option even when it's not a tactical priority at all, long shots from absurd positions, awful crossing, forwards being too lazy and not attacking the box, defenders getting caught napping by 60m long balls etc...
    If all of that is still present in the ME, what's the point of having it flawlessly animated with top-of-the-line technology?

     

    As per your movie analogy, it's like spending 1billion on CGI and SFX for a movie with a 10-pages derivative script. Sure, it'll be visually pleasing, but the whole product is still flawed. Would you rather have a great story with ok visuals, or an awful story with awesome visuals?

  13. I see your point, but often real-life NT seem to keep around their veterans a tad too long, basically shafting the following generation which end up becoming "old" (think 26-28) but still woefully inexperienced. Therefore it's easier to call up players in their early 20s so they can "grow into" the NT setup and still be useful for years to come.

    It happened to Italy with the 2006 WC heroes, who "ruined it" for the 1984-1989 generation. It happened to England, who relied too much on Gerrard & co and only recently has learnt to let aging stars go before they become a liability.

    In FM terms though, I can't really accept that the only players in the 28-32 bracket who are still viable starters/alternatives for Italy are those who were already good enough for Serie A football in the opening season.
    That means that NO PLAYER from the original db with good or top-potential developed into a worldclass player.

    BTW: I checked how many of the England players in the 2019 Nations League squad were already in FM10 (database from 2009):

    Walker (122/145), Rose (105/-8),  Maguire (35/-5!!!), Lingard (50/-6), Henderson (110/-8), Kane (68/-9), Butland (56/-8), Keane (45/-6), Delph (125/-9), Wilson (52/-5), Heaton (111/133)

    So it's 11 players out of 23 present in the game, with the likes of Sterling and Barkley probably barely missing the db (I guess in recent years promising 15-16yo players'd have made it into the db, likely with a high negative PA).
    Regardless of some hilariously low CA/PA, they existed in FM10 and could have become NT players in FM10's own version of 2019... In my FM19's take on 2029, no Italian player who wasn't at a Serie A level at the start of the game developed into a NT player and newgens took over rather quickly and decisively.

  14. Currently managing Italy (non-playable, non viewable nation throughout the save), in season 2029.

    10 years into the game, my 23-men squad has a staggering 14 newgens in it. Out of the original db, only Donnarumma, Tonali, Chiesa, Kean and either Cutrone or Pellegri are good enough to be starters, whereas all the other youngsters from the original db are either already retired, have stagnated or have simply been surpassed by a couple of way-too-good 24yo newgens.

    If you think about it, how reasonable or likely is it that in ten years 2/3 of the current "New Generation" will have been ousted by new kids we don't even know about? Doesn't Italy have enough good/potentially good players born from 1998-2002? I hardly think so, therefore the newgens are simply much better or start from a much higher point and thus "overtake" prospect who have been misused by the AI....

    It'd be as if a current NT wouldn't field ANYONE born before 1988 except maybe a keeper or an experienced CB. They either have found an unprecedented Golden Generation, or there's something wrong with the callups...

    BTW, some of those younger players have already 20+ caps, so they're not recent additions (under my enlightened management... If anything, I've dug up some 28yo who had been sidelined to play a bunch of mediocre newgens, likely with high rep or PPA).

    And if that happens at a NT level, it's even more prominent at a club level where money talks and high-CA/PPA/Rep players don't go unnoticed... Which also explains why you can build a competitive team with free agents after the second season.

  15. 1 ora fa, Svenc ha scritto:

    The "Presets" from F19 arguably are a step in that direction.

    If they only moved one step further, I have the suspicious that they'd have it a lot easier to actually balance each style off against each other -- and also make the resulting Play more distinct.

    Agreed!

    And yes, I really wish the Presets would provide much more significant difference in playing style. Unfortunately, there's still a lot of sameness and a feeling that some bits and pieces are almost built-in as key aspects of the ME, regardless of the tactical setup.

    1 ora fa, Svenc ha scritto:

    However, most of the time the term "plug&play" is brought up, the expectation mostly tends to be something different.

    To me it means "if I want to play awfully outdated hoofball, I'd be able to do so with a couple of cliks instead of needing to play AGAINST the ME's limitations and idiosyncrasies only to get a half-assed, half-working version of it".

    Basically I want better Presets that are actually doing what it says on the tin. Not a "yeah, this is what the tiki-taka-oriented ME can pass off as Catenaccio" kind of deal.
     

    1 ora fa, themadsheep2001 ha scritto:

    a) They are just as relevant as those here, which is precisely the issue with such a disparate fan base

    They are relevant, but they don't really mind/care/notice much outside of their "Click to Win" way of playing. It's like asking a vegetarian patron his opinion about your steak.

    1 ora fa, themadsheep2001 ha scritto:

    b) some do find it straightforwards, and would consider more spoon feeding, who is right? Finding the balance isn't easy

    Who find it straightforward? Rashidi and a selected few gurus who either have had some role in developing the game (and thus know the ins-and-outs of the game)  or who have spent an inordinate amount of time learning how to "play" the ME instead of the game.

    If it were so easy, we wouldn't be having this debate. For the 26632nd time over the years.

    1 ora fa, themadsheep2001 ha scritto:

    c) simply not as straightforward as that, for a myriad of reasons

    Mostly marketing? "FM20, now your 1960s Catenaccio will be truly boring!" doesn't sound as appealing as "FM20, experience 2 new Player Attributes!" or as "Createyour players' diet!" :D

    I know it's not easy and it can't be done overnight. But I do maintain part of the problem is that some of the basics modules have been around for such a long time they're now the foundation of a house so big it can't be remodeled anymore unless by tearing it down completely.

    1 ora fa, themadsheep2001 ha scritto:

    d) SI plan several iterations in front, there's no point speculating on what they might change/not change/rip up entirely

    Again, as long as the foundations are the same, there's only so much they can add or tweak. Basically they're either piling stuff over the existing base (with its known quirks and long-standing issues) or sideways hoping it won't interfere much with what's already there.

    Every developer does that, but sooner or later SEGA/SI will have to bite the bullet and rethink some aspect of the game AND hopefully come up with a more flexible ME

    1 ora fa, themadsheep2001 ha scritto:

    I'm almost certain what I would want would sit in the minority side of the fan base

    We ALL sit in the minority side, regardless of what we'd prioritize.

    Actually, anything vaguely challenging the status quo (better AI transfers, squad building etc) would cause widespread fits of rage among the "silent majority" of players who, as said, only play a save for 5-10 seasons, long enough to with everything with their favourite local club or with whichever Top Club they fancy.

    And to those, even a refined ME with a state-of-the-art tactical creation system that'd yield 99% accurate input/output wouldn't mean a damn thing. Because all they care is winning. And that can be achieved by downloading a couple of tactics.

    To put it very bluntly, SI will never lose that majority as long as they can keep on living their short-lived Power Fantasy. On the other hand, more dedicated players with different goals, desires and styles, may lose interest in a game where crossing has been dodgy for a decade, half of the tactical instructions don't do what you think, but who cares because you can still build an entire EPL team with Bosman players in the second summer transfer window already and overachieve IN SPITE of all that.

  16. 13 minuti fa, themadsheep2001 ha scritto:

    Car analogies, and all analogies are terrible, but ultimately, there's never a general consensus on what the user base wants, since a) you never hear from most of it b) they want different things, and sometimes contradictory things c) that doesn't take into account what SI want to d) it won't matter for FM20 e) it was a light hearted post about how even no news causes mass speculation

    It was a videogame analogy... and I don't think it's outlandish either... FM is great BUT there are some very basic aspects that don't really fit the bill compared to real life.

    a) I assure you most of the customers are happy with winning the Quintuple every year with their superclub (or their supertactic...). They don't post here. At best they post on FB groups or YouTube channels. Those whom you hear from are passionate and, yes, opinionated at times, because they want MORE than just a bland "buy players for 100M, pick 11 of them, click Continue, win, rinse and repeat".
    b)  agreed. But the basics should already be covered to a satisfactory degree of realism and straightforwardness
    c) with all due respect, SI should want to have the aforementioned basics done and set in stone before throwing 100 new extra features in
    d) ok, but what about FM21, 22 etc? For how long can SI keep on mending and patching the core modules?
    e) the member telling a fellow member "you struggle because you don't understand football enough" didn't feel as lighthearted though...

  17. 1 ora fa, CFuller ha scritto:

    You do realise that not all crosses are floated, and not all crosses are targeted towards giants, right? If you've got strikers who are quick (or at least have good attacking moment) but aren't very tall, you can set up your team's crossing instructions so that your wide players primarily send in 'Low Crosses'.

    Also, can you name a single team that plays exclusively in the middle of the park and NEVER crosses the ball? Crossing is part and parcel of football.

    Of course I know there are low crosses too...

    Actually, it's one of my go-to options, but despite that, I still get way too many floated crosses that go over my strikers' head. Luckly the opposite winger is always ready to tap it in...

    BTW, I don't remember Pep's Barça playing many crosses, low or floated. I wouldn't say they NEVER crossed, but almost every time the opposition's defense forced them out wide, they duly backpedaled and started a new move from the back.
    In FM, it almost feels like AI can't be arsed to start over, hence crossing where crossing shouldn't happen, or long shots galore.

    1 ora fa, themadsheep2001 ha scritto:

    Imagine all this starting because Miles decided to put out a post in response to all the people tweeting him...

    So?

    People are anticipating FM20 and some would like to see something truly "revolutionary", even if, deep down, asking for tactical straightforwardness and a certain level of ACTUAL tactical plug-and-play, should be the very basics of the game.

    Imagine a F1 management game where wing and suspensions settings work "kinda like in real life, but not so much" and you'll need a lot of trial-and-error (or to download premade setups) to get stuff like tyres compounds and ride height to work fine in the GP Simulation engine.
    Would players be out of line by asking for that stuff to get "fixed" before getting much more complicated and non-fundamental stuff added into the game?

  18. 16 minuti fa, Neil Brock ha scritto:

    Just to clarify, every single year I've worked at SI (this year is my 13th) there's been tweaks and improvements to AI transfers/squad building. 

    I know and I've never said otherwise... Transfers have become more realistic, but some areas are still way too exploitable by human players, without even needing to actively "cheat" the AI:

    16 minuti fa, Neil Brock ha scritto:

    Also just to clarify, the game doesn't use CA+PA+Reputation. It actually uses Estimated CA+PPA+Rep+Form+Performance. Also tied into the squad needs of course. 

    Of course I can't say I know more than you about how the game works under the hood, but I maintain Reputation and whichever "version" of CA/PA play too big of a factor compared to Form+Performance.

    Otherwise we wouldn't still have the typical "why aren't Top Clubs offering more than 5M for my 40-goals-per-season striker while I can sell all sort of unproven wonderkids for 10M?" scenario many who manage in smaller nations have been lamenting for years.
    Again, it's not AS prevalent as it used to be, but ECA+PPA+Rep still play a huge role especially as far as young players are concerned.

    I'll give you that at a higher level, say EPL or any other Big Five league, it's probably much easier and more common to get great money for a "mediocre" player who has been performing above his ability, but that's, again tied to Reputation. Accurate, yes. But it doesn't apply to players of similar quality but smashing it in a second-tier nation.

     

    16 minuti fa, Neil Brock ha scritto:

    Everyone has different priorities. In this thread alone we've had some saying transfers, some saying the match engine. We work on all of it because we want the whole game to be better with each iteration. 

    And I respect that, otherwise I'd have stopped purchasing the game year after year.

    Still, the key factors that dictate AI activities do feel a bit "outdated" to me. I understand it's a tall order to come up with a working alternative (and with one that won't turn the entire gameworld into a mess), I understand the current system is time-tested and we've reached a reasonable balance. But there will be a point when it won't cut it anymore and no amount of tweaks will salvage it.

  19. 5 ore fa, Footix ha scritto:

    The graphics (3D) really need some work. Granted it's not completely 1990 style, but if you look up older games such as PES 5 and Fifa 2004 the graphics on those still blow FM 19 out of the water. 

    I play 2D simply because I think the 3D looks rubbish.

    But again, in FIFA/PES the 3D match was the CORE of the game, so graphics had to be as good as possible, and so was the gameplay, in order to sell the game.

    FM is mostly about managing a football club also between matches. The 3D engine is a visual rendition of our tactical choices, so having 30 different animations for a volley or for a save isn't really as important as devising an engine able to lead to those moves making sense in context.
    I don't really care about how fluid and pleasing the animation of my striker trapping the ball for a cross from the right-wing, if I'm playing a narrow wingless formation where game is expected to go through the middle... I really care about the players doing what I've instructed them to do and said instructions to be followed closely and to yield what their names suggest.

     

    Bascially this whole "the 3D ME looks awful, why can't it look like FIFA" complaints are out of place. It's like complaining about a top-of-the-line keyboard not sounding like a grand piano or like a Hammond organ. If you really NEED that sound, use the real thing. A keyboard though is much more versatile and "sounding like _____" is one of its many functions.

  20. 2 minuti fa, CFuller ha scritto:

    From my experience, about 20% of the goals I've seen on FM19 (across 12 seasons in three different saves) have come from outside the penalty area (if that's how you'd define a long shot). I don't know how that compares to real-life but I don't think it's too far off.

    I was more referring to those that DON'T end up on target...

    "Too many long shots" and "too many goals from long shots" are two different, albeit related, issues...

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