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Haiku

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Posts posted by Haiku

  1. On 01/06/2024 at 23:58, Brodie21 said:

    I'm aware that many - including myself, have found what appears to be close to a 'cheat' in playing Gegenpress. However, I would really like to return to playing with inverted wingers. I would really appreciate peoples findings in playing with inside forwards / inverted wingers without playing Gegenpress. Is it the Gegenpress tactic that feels like a 'cheat' or is it the positions i've mentioned? Do you feel I could play players in those positions - without the Gegenpress tactic & it be realistic? Many thanks FM family :)

    The game focuses on possession oriented and gegenpress tactics which feel like a cheat. It has been like this for years. Highly organized defensive football and counter-attacking don't work well. Despite all the great features, the game lacks an appropriate tactical system that serves the manager. If you want to experience a challenge while playing with a well built squad, you can't do much but replace successful tactics with unsuccessful ones. Hopefully that will change from FM25 onwards.

  2. 6 minutes ago, vourtsio said:

    check my other file, i think that is what you are looking for!

    That's exactly what I need! Can you suggest whether your files can work alongside the Sortitoutsi real name fix, with your files overriding theirs? I want to have your team colors and names but also retain name fixes for other stuff included in the Sortitoutsi fix. Will that work?

  3. 5 hours ago, XaW said:

    I've said before, my main issue with a dynamic PA is how would the game as a whole make sure there wouldn't be an inflation of too many good players? Because that is essentially what the current system does. Keeping x% of players in each bracket to balance the game world. How would a dynamic PA achieve that? Also, if you don't know the PA of anyone, the game will _function_ as if it has (at least partially) dynamic PA, since coaches can be wrong, and development will vary, as well as where players end up careerwise. And therein lies one of the aspects that seems to be missed by those who want dynamic PA; it's hidden for a reason and you actively looking it up, either in the editor or on some list on the internet is essentially you spoiling your own fun in discovering the game...

    In OOTP, there is a hidden coefficient called Talent Change Randomness. Its only purpose is to create unpredictability in player development. However, the effect is not evenly distributed and does not have the same effect for every player. It is still expected that the majority of talents will become top players, but this coefficient makes the difference between a player who is considered to have a potential of 160 to surpass expectations and reach 180, while a player with a potential of 180 to only reach 150. Additionally, although rare, extreme examples can occur, such as the emergence of late bloomers like Vardy or some players who have shown great talent and suddenly decline due to unknown reasons, like Dele for example. All of this is possible and happens completely randomly in OOTP with each loaded save. However, the randomness in potential are not so widely extreme that you can win the Champions League with the original Weymouth team. It is possible for one of their players to develop into a decent Premier League player, but that's the best you can hope for and it is unlikely to happen more than once in 50 different save games you start.

  4. 1 minute ago, NRZ said:

    OOTP has dynamic potential and it's great if you start a new save, don't know what everyone is yapping about with it being fixed. Same stuff over and over. How is that fun? I want to grow my players with the right training. Make their performance based on how they play.

    They could really learn from Out of the Park Baseball in this regard. They have a system that not only uses dynamic potential but also dynamic CA. Late bloomers and failed talents are a common occurrence in OOTP. You may witness a world-class superstar who suddenly loses his mojo and transforms into an overpaid veteran. Such things never happen in FM.

  5. I couldn't find an answer to my questions:

    1. Will there be a match engine overhaul in addition to the graphics engine? I mean, will there be a difference in how the game plays out and how it responds to user tactics?

    2. Will there be an improved transfer system and player interaction, along with UI improvements?

    All I understood is that there will be a major graphical overhaul, but nothing regarding the game mechanics.

  6. On 24/12/2022 at 10:47, rp1966 said:

    And don't get me started on 'Offer to Clubs' - inevitably comes back with a message saying club is interested but does not have wage budget (EPL wages, right?)  - so give me a counter offer; if you're interested tell  me what wage contribution you want; don't make me guess what you might afford and have to offer out again.  And that's an AI general comment - NEGOTIATE!!!  Stop with all the locked bids.

    In such cases when you offer to clubs make sure you offer wage contribution.

  7. Hi, I have not tried the skin yet, because I simply have no time for the game at the moment, but I was wondering if Attribute analysis can be changed so that the polygon becomes unpredictable as much as the color system?

    I mean if you compare two players despite not knowing the attributes you can clearly see who's better.

    I'm so used to the attributes polygon that I need a quick glance to spot the difference between good and not so good players.

    If that's not possible, perhaps remove it altogether?

    Thanks

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