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Rashidi

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Everything posted by Rashidi

  1. i am actually happy with how inverted wingers and inside forwards are playing. Inverted wingers are creating a lot of havoc in my systems by coming inside to cross the ball, and sometimes staying wide. Their interactions with some roles like the mezzala allow me to create the overloads necessary to free up IFs so that they can dribble diagonally into space to score goals. Yeah been scoring a lot and I am one of those very happy with the way IFs are playing. So while people might have issues with theem dribbling and cutting inside - that is not an issue I am faced with. Yeah its definitely a tactical issue.
  2. Here is an SI staffer responding to my explanation and there are very obvious reasons why the devs don’t come in to address each and every concern. Hey but it’s entirely up to you. Believe what you want, my conscience is clear. I only do and share things to help the community. And yes maybe SI should have included their match engine changes as a MAJOR feature, and gone into great detail to explain it. Actually they did, but maybe they might go into it in a lot more detail later. Another thing SI like to do is to quietly put features out to see how many people actually notice them. Don’t forget I was very critical about the other features in the game, slamming the squad planner as “inconsequential”, but the match engine stands head and shoulders above anything I have played. People who are struggling are those who are trying things that will now get punished, Thats not to say the match engine is easy or there are no flaws. There are and I have reported them, except I am no mere mortal I report things differently to SI than some of you.
  3. That is your personal opinion, to you it’s gamebreaking. However this is the beta. At this point “game breaking bugs” from some peoples perspective can happen. If it is serious then it could be patched before the official release date. You are free to claim it’s unethical, and can even contemplate legal action if you think you are right. At the end of the day it’s only your opinion. And unless your opinion can transform magically into a majority opinion, you will have to wait till Nov 8. I am frustrated too, but I never take the beta period seriously. From Nov 8 that’s a different story.
  4. I normally start a beta save with to either recreate a tactic or just have fun. Since i stream its done mostly for tactical replication. I do my best not to start a long term save till the game is out proper. Reason: over the years I've learnt the hard way that sometimes there is a bit of a data update that also affects the long term development of players that you've already started out.
  5. It’s still early days long term progression is one thing that SI will be focused on addressing in the next 2 weeks.
  6. If you have early access then you should be able to see it in the Steam Library, check your library again, could it be in the "Uncategorised Category"?
  7. I blame it on Steam and Call of Duty, both FM and CODgot released at the same time.
  8. Love being quoted out of context, I said rumour has it, it might drop and if it does I will be live, if it doesnt I have to wait. Funny how that turns into "its confirmed". And i've been saying its either 20 or 21st now for around a month :-)
  9. Lets look at it another way. Very few people within SI might want to engage with the community, most techies I come across are the last people you'd expect to go out in front of a firing line. Miles isn't forcing anyone becaue it can also be terribly demotivating to face a deluge of questions. In a game like this where you can never ever make everyone happy, there are always going to be a small group of people who make themselves so loud, its going to be hard to hear anyone else above that. And whoever stands in front of them needs a kevlar jacket, even if they have have fantastic social skills. Eventually, dealing with people can tax anyone. So Miles instead elects to put himself front and centre because he feels he needs to protect the people who work for him. There are many people who do that, draw the flak and take the flak. And I doubt they are going to hire a professional PR company to do the job. I remember them doing it once, I struggle to remember anything postiive they did. So Miles does it himself. Does he do a good job? Not always, but he's gonna cop the flak for everyone else.
  10. The only thing I can say about meetings, you can say whatever and do whatever you want and never attend them, you hardly get punished. And that is the only saving grace for the one feature I have hardly engaged with. At least SI didnt make it mandatory for us to choose the perfect approach all the time. If this game ever turned into min maxing the Meeting Manager I would drop it in a heartbeat.
  11. This is a place to have a discussion, if you want to start discussing your tactics and testing and offering tactics for download, please do it in the relevant sub forum. I am moving the topic there
  12. I am going off what one of the devs once told me and I was surprised even then, and of course statistics in the game itself. Why don't you start a separate thread focusing on that.
  13. I for one won't deny that the aesthetics of the game can be improved. Granted I can see the arguments for and against a better graphics engine. I don't want some cheap fifa knock-off but I want to see those picnic stands leave the stadiums forever. Yes the animation might look smoother but I also want to see collision detection. At times the animation of the game looks like two sides playing "cant touch me" football. And we all know that football is a contact sport in real life, but not in the depicted match and graphics engine. The arguments for priority over getting a more accurate match engine cannot be ignored. People want simulated results and statistics to accurately reflect the modern game. People want teams to use strategies that modern managers use. They want to feel that they are playing against an adaptive AI, not some random program that has a simple IF > THEN logic set up thats guided by two simple tactics > attack or defend at pre-defined moments in the game. I want the AI to recognise the threat of me using an overloaded flank or me targetting a vulnerable player. And, I want it to respond. Last year I played a match on FM22 against Leeds, and this is kudos to the Leeds researcher, he had the tactic set up perfectly. I was stunned when the AI went on an all attacking mentality inside the first 10 minutes of the game. I was down by a goal and then lost the match 4-1 on the opening day. In the twenty years of playing the game I have never played against an AI that has thrown me for a loop like that. I want to see more of that in the game, the challenge then lies in making other managers adaptive. It will raise the bar of difficulty for the average player. Having done all that I also want the AI to be more aggressive in the transfer market, I want it to beat me to signing the best youth players. The game has a ridiculously easy mode : Set 3 or less leagues as playable and the others as view only. It creates the illusion of a big gameworld. In reality it is a very small game world, with 3 leagues fighting over transfers, the rest are quiet. The generation of newgens is great in the 3 loaded ones, but their long term development now depends on how many feeder leagues are around for them to go on loan to. And because there are only 3 leagues playable there is a finite number of newgens around. This isn't realistic. So i bump my rig up to 40 playable nations and nearly 80 leagues. Now I have 170k players, the world is big fun and realistic. Transfer markets are ferocious, so many newgens are popping up, but the AIs long term planning is not perfect its still using world reputation and CA to choose the starting 11. Over the years the average age of each national team increases. England goes from 27 - 30 in matter of 4 years. The average age of a debut player goes from 20 to 23. And fewer players are showing up. Yes I want graphics to improve, but I also don't want SI to do cheap attempts that fail to impress me. This is by far the least impressive thing that SI have done in ages If Si were to provide us with an IN GAME manager camera that switched to us during matches, yeah then this would be cool. Its obvious it could cut to me whenever I do a shout. Imagine me berating a player, it cuts to me throwing my frozen water bottle in disgust. That immersion is what the game needs, but to make the watch a feature? If there is one criticism I will level : there are features you announce and there are features you don't need to bother with because we don't see it in the game. I don't care about what jersey I am wearing, there are hardly any manager cutaways. Its far more effective to devote resources to areas of the game that need improvement, yes SI do that. I will acknowledge that every year. But the watch seriously?
  14. Try to understand, at this point of the development cycle, the devs can't be coming here to respond to queries. They respond to them earlier or after, but this period is at least 2 weeks from the launch of beta. They won't have the bandwidth to respond. And if they respond to one, then they need to respond to another, taking precious time away from the work that needs to be done for FM23.
  15. you are talking about aesthetics I am talking about the match engine, these are two distinctly different things
  16. While i do agree about the artwork, I can't agree with you about the match engine. A cursory look at the match engine in a features video is hardly enough for anyone to draw definitive conclusions from. The amount of work that goes into the match engine is mind boggling. Every year millions of lines of code are either written afresh or updated. And this year we have several new features in the match engine, that require the developers to code how decision making will impact the choice of how a team plays the offside trap within a system that has elected to turn on the team instruction "hold defensive line". And that is just one element in a complicated puzzle they need to balance to produce a realistic simulation of world football. And that I think will never be perfect. Its not simple. To say it "looks exactly the same" is an insult to all the developers who work hard on it and to anyone else who remotely has invested time into making it work.
  17. Scout assignments can be completed in the game and there are ongoing ones too. In your scouting panel you will see Scout Assignments and also completed assignments. To stop ongoing assignments or change priority, go to Scouting Assignments and Scouting priority
  18. 30 unless they are a club legend who has followed me through the tiers, then he stays until he wants to retire I have a self-imposed salary cap as I like taking players with low world reps. Once these players start asking for salaries that break the ceiling they are off. This creates exceptions where I might sell someone when they are young. My fav role to sell are keepers, you can usually sell them easily.
  19. They haven't defined clearances in that blog, but its not the same as the statistic that is being used in the game. Clearance in the game of FM is not about kicking the ball away from danger, in FM its about bringing the ball out of dangerous areas.. Two very different things. The more clearances a player has, the better he is at bringing the ball out of defence.
  20. I like the trait for strikers and wide attacking players, they are great at applying pressure and taking one for the team
  21. Since its a new feature, I think the initial approach would be to keep the AI out of the squad planner. There may be workflows that SI want to set up in the future, once the squad planner and any potential kinks get ironed out. I do tend to agree that it could potentially be a really good thing for AI squad management. However, it's got to be integrated across the whole game - finance, scouting, training, tactics and finally the AI manager, which is probably the most challenging. Few clubs have one manager at the helm long enough for them to reap the benefits of long-term planning. This would mean that SI need to include within club vision a whole new set of parameters that dictate what the long-term plans are for the club which are non-negotiable and that would define the identity of the club in the long term. Others might want to be 'development center's that look at the financial rewards of developing youth. Balancing this against AI managers who might have different priorities could be a very big challenge. I remain hopeful, and I strongly doubt it's going to be a feature in the game for the near term.
  22. The minimum specs are the very least needed to run a game of football manager, but it may not be the experience people want. The game is not being optimised to play on those specs, and you won't find anyone in SI telling people to go out there and play it on minimum specs to enjoy the new animations, the data hub or even playing with 20 leagues loaded. When you are playing on those specs you might end up having to play it on 2D, the 3D might look decent but there could be artifacts if you play at it say 100% game speeds. Processing between matches could take longer. Being playable with those specs doesnt' mean its optimized for them, and I am not sure, but i doubt there are any min specs machines like that at SI HQ. Its just meant to be a guide.
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