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Rashidi

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Everything posted by Rashidi

  1. My point is that high injuries irl are not limited to high intensity systems. Palace for example have had more injuries than Liverpool, yeah and I am in complete agreement with you.
  2. My strongest tactics are the 442 and the 5221, I was using them a lot on my streams and now have moved into other lesser played systems. It’s certainly a very powerful option on FM24. we defend as a 442, build up either as a 3-2 or a 3-1 depending on the opposition. I typically keep 9 roles and duties the same and just adjust the two roles in central midfield for the 3-2/3-1 buildup. So the system easily moves from a 442 into a 325.
  3. Injuries aren’t high enough in the game. And that is the problem. And it shouldn’t be limited to whether a team is playing a high pressing game or not. In the premier league currently there are quite a few teams with at least 8 players out with injury, 2 teams have been in double digits for months now. Hamstring injuries are the most common injury, and this I feel needs to be addressed. Palace have 10 player injured and they don’t even press as aggressively as Spurs who until this weekend were also in double digits. In FM the most I’ve ever seen are 6.
  4. Same way me and the rest get SI involved in our simulations, we submit a bug report. SI reviews them and then sometimes they explain whether we are heading into a rabbits hole or we’ve found something worth considering. To be fair SI have always encouraged feedback. You just need to be willing to have your whole testing process and data verified. I once embarrassed myself when I thought I had found an issue but SI pointed out to me my error and we laughed cos they took it seriously. At the end of the day if you do it the right way, you get plenty of constructive feedback.
  5. I understand where you are coming from, just frustrates me when someone consumes a lot of time doing experiments like this and doesn’t wade in for help. No skin off my back.
  6. @Andrew MarinesI agree a control is needed in any experiment. I too set a control base for my experiments in FM. There are also a lot of variables that go into match blend which is the predominant driver for results in a game. How would one ascertain which variables are at play then if you are not testing the variables themselves against the control? The match engine takes a lot of factors into play and one needs to establish how these variables impact any controlled experiment. That is my point. And by the way the approach he has taken isn’t the best by any stretch. If he wants help he can approach SI, if he doesn’t then his approach will always meet criticism for not being rigorous enough.
  7. If are implying that this cozy relationship is to protect SI, that is your opinion. As always people are free to believe what they want. That controlled group experiment won't work, but you seem to believe that is the best way to test his hypothesis? In a made up world that doesn't even come close to the actual FM world, where things like morale, happiness, team talks, squad selections, managers preferred formations all play a part. That factors like match blend, training and other stuff also make an impact? There have been many experiments and simulations run by people here on the forums, some of these experiments have led to changes by SI to the game. Lyssien ran a training experiment that SI used to improve training, that too led to further experiments on the impact of personalities on development. I ran a simulation for 5 seasons, explained the methodology to SI and that led to a change in training. Davencid ran simulations which led to SI making small changes as well. I ran a simulation to prove that a role was overpowered and it needed to be dialed down and backed it up with a lot of proof, SI reviewed it and made changes to the role. Your implication that we are all a cozy family is off base. There have of course been heated discussions between us and SI too, but at least we are constructive. What these videos do is insult the good work that others have done, and encourage a myopic point of view. I am not here to defend SI, but stop people from insulting others who run good experiments that lead to positive change.Are aggressive tactics OP? They can be, but so can other systems. There are factors that lead to these systems being stronger, and its not the tactical system itself, but something else. Does the game need improvement, Yes, it does. Yeah but here is the kicker....if you are running an experiment that doesnt' even come close to the actual gameworld, where you artificially change parameters that don't even exist in people's saves then how does any developer know whats the fundamental issue? Is it match blend, hang on he zeroed all the attributes, now we won't know. Is it unhappiness or morale, damn he zeroed those too now its purely the tactic. How does that even help SI? It does help the content creators views on youtube. If he was serious he like many other chaps who have done experiments before he would have done the responsible thing, engage and not sensationalize. Hey but those are the times we live in right. Sensationalize first then rationalize? Plenty of experiments have been done, and SI actually takes these into consideration. They do make changes when the experiments and simulations are realistic. and like we said before if he wanted to engage and find out if his methodology needed improvement, he could have. SI is always open to this, they have helped others who run experiments improve theirs. SI will probably not even wade into these waters again, cos they have checked his previous experiments only to suggest that his assumptions and parameters are wrong.
  8. Of course LLM players can outrun and outplay most other teams. Good LLM players have very deep squads. That in itself counteracts any issue created with player fatigue. You just swap out players and go with another bunch and keep plowing through the leagues. For each gegen pressing story I hear, I can plonk other stories about players who are playing counter attacking football with low blocks and traps. One of my mates is playing a simple 433DM with a low block minimal pressing with outside traps and he just invites teams to attack him while scoring on the counter. Gegen pressing is strong, of that I have no doubt, however other systems are just as good. Just because the majority of players can’t pull them off doesn’t mean they don’t exist. If gegen pressing is so successful, how come I haven’t seen a single person post evidence of an entire season with no goals conceded? If it is so strong and broken then you should be able to take Oldham’s default squad and stomp all over Leicester. Then that is an exploit or a serious flaw in the game. When I found an exploit in the game, at least I had the decency to send in my save and my tactic to SI and ask them to verify my findings. Thats what someone who wants the game to improve does, not cry bloody wolf. His testing approach is a fundamental experimental fallacy. You cannot claim that your results are true when the experiment itself does not operate within realistic parameters. All that does is feed into the insecurity of players who aren’t good at the game. His experiments have been debunked time and time again “live on stream”, but hey people want to believe, what they want to believe. When people said counter attacking tactics don’t work, i proved otherwise. When they said you can’t have high possession with high mentalities I proved live on stream one can get 70% on very attacking mentality. People like EBFM don’t know enough about the game to run experiments accurately. Hey but people want to believe what they want to believe. I doubt SI or anyone who actually knows how to play the game is even going to bother with another flawed experiment by EBFM again. Hes just another boy who thought he saw a wolf. At the end of the day, if people want to walk off a cliff and pretend they can walk on air, let em even those who want to follow him. Do I dislike him? Of course not.
  9. I think we need to understand why Football Manager which is a simulation of results to come has high scorelines. It’s meant to reflect a world where the extra period of time now being allotted to games which is more than previous seasons and the extra substitution rule creates the possibility of higher scorelines. Comparing scorelines historically have no purpose, the game seeks to posit what can happen in football as a result of current rules. Sports Interactive as developers of the game have a right and have done this as a matter of policy - to try and simulate results to come. Naturally there can be issues such as uneven conversion rates or simply scorelines that are too unrealistic and if they happen too much then they do adjust the match engine to reflect. In my saves I am seeing a GPG of around 2.9, yes some teams do score 5-0 and 3-3 but we need to look at the season as a whole.
  10. Loading a custom database with more players just creates player bloat not make the game more realistic
  11. It’s a programming limit. If SI were to shift to the code to allow it to store and calculate values>2.1b, I guarantee the forums will be flooded asking why the processing takes such a long time.
  12. Gotta admit, some of the goals I am scoring using the Segundo Volante to rip up defences is sublime. Done this same attacking pattern with a 4231 with a SV and with a back 3 system. A central attacking pattern where the SV plays a centrally placed through ball to carve the side open. Must be lower league football marking where the central defender gets drawn out prematurely. Its the one thing I do like about the engine, the distinction in footballing styles in lower league as well as top tier. Its much harder to pull this off when I am playing against Bayern Munich using another bundesliga side. Volante Unleashed.mp4
  13. Loving the IFB, it allows me to make proper 316 formations with a back 4. And glad the AI has dialled down its use of the roles.
  14. This page has data that does not add up, it’s yet another area of the game that SI has slipped up with. It’s showing that I in the last 5 games I have had two assists from my AMC. Great AMCs work if only I were using one, wait I don’t. I use a 442. So where did those 2 AMC assists come from.? Maybe the workflow on this screen should be improved so that when you change the number of games it recalculates everything, but is a user expected to know this? I don’t know. So if this data page is inconsistent how can we rely on it being accurate. I do not want to sound negative, but if someone asks if I have submitted a bug report, I might throw a fit. I thought this game was meant to be a finished product. It does seem that FM24 despite a great match engine has a “fix it as we go” feel which makes it an extremely annoying. I might be a mod, but there is a line even I have to draw in the sand.
  15. All attributes are used by players during different phases. Those attributes are for the designated role you want him to play in. Those are highlighted because they are suggested attributes. The algorithm in the game also uses that to drive training, however a player can also develop other attributes because these are also needed. For example a players marking attribute becomes needed when he is expected to tight mark, high block press etc. So don’t take a narrow approach to the game. Every attribute has a role to play and different attributes kick in at different phases.
  16. You are right. Apart from the attributes one has to consider the intensity of their tactic as well as the style of the opponents tactic. Some of the A.I. tactics have focus play down flanks, these will tire your flank players out if you have set your players to trigger press more often and you are playing with a high block. Everything is relative in the game.
  17. Traits are a tendency to go do something not a rule. They will do it sometimes, and not all the time.
  18. Worst idea ever. Transfer activity will be poor. Long term development poor. All u are doing is CA inflation by loading the game with more players than it needs. Just load the top 10 leagues in the world as playable. If you want a solid simulated world load every nation and league and make them all playable. Then set detail level to mixed for the leagues u want to follow. Makes for a really engaging save if your rig can handle it.
  19. @phnompenhandyFor amateur sides, in the last couple of years the best combo has always been a mix of general training and match practice. So for 4 sessions you can go General attacking, General Outfield, Match Practice and General Defending. Or Match Practice x2 General Attacking, Physical. I have already benchmarked all attributes to find out rates of growth ie which attributes grow the fastest plus default year on year growths. Took a ton of sims, but found that any custom schedule you use can give you between 2-8% growth of CA for a whole squad in the first year. Good schedules will then end up pulling around 1.5%-2.5% CA growth for an entire squad per year after the initial first year burst. In early access it was even faster, but I think it has been toned down. 20% of high potential players with appropriate game time can hit full PA in 5 seasons, individually experiencing growth spurts of between 8-16% per season. Lamine Yamato hit full PA in 6 seasons in my sim and he has a lot of headroom to grow. There are other players who progress slowly and some older ones who may inch to full PA. So growth rates are different for different groups and affected by a host of factors which I have covered before. The methodology of training hasn’t changed. A balanced training schedule provides the best growth potential for players.
  20. Orange is just minimal just as a slight green arrow is a minimal shift, it’s normally rebalancing and happens a lot more often when a player is asked to learn a new role and when a player gets older. Physical attributes might go down and get shifted to mental attributes.
  21. I am not very sure if this is an issue, Just thought another pair of eyes across this could perhaps suggest if this was a valid concern. There is still a part of me that feels its fine.
  22. ISSUE Wide central defenders are currently too narrow in the buildout phase, especially through the midfield transition. When attacks pivot to one side one WCB sometimes goes to support and when that happens the other WCB stays back and positions like a central defender. This can create overlapping zonal responsibilities leading sometimes to the wrong player going for a header or a challenge. There may not have been any fixes to the WCB per se but I feel that whatever match engine changes were made have had a knock on effect on this role. I have attached a pkm listing out periods where this happens. It happens a lot throughout the game, I only listed out the first 10 minutes. From kick off the positioning of the WCB looks like they are playing as 3 CDs 00:07 Hamilton should be at least 5 yards to the right, Evans should be further to the left and that should encourage Tansley to the left too. At the moment they are too central 00:12 As the attack shifts to the right flank, you can see how this affects the WCB on the right as he now tucks inside, ignoring the potential 2v1 on his side of the pitch 00:16 The positioning from 00:07 causes the defensive lapse that allows the right flank to get overloaded. When playing with WCB either side of a BPD, the expectation I have is that the WCB are also primarily responsible for the half-space and the flanks. The half-space zonal defending is being ignored on the far side all the time 05:23 buildout to the final third - notice how central the 3 central defenders are. The two wcbs should be wider. When the ball is with the opp keeper the left sided WCB performs like a central defenders In fact that is the theme for all buildouts. Whenever we attack down one flank, the WCB shifts to the centre to become a second central defender. That is not the expectation we have with positional play. The wide central defender should stay wider not tuck inside and become another central defender 05:35 this positioning frequently leads to zonal overlaps when defending as both the WCB and the BPD end up going for the same ball even when the BPD is on cover and the WCB is on support duty. 05:39 During buildout the WCB should be pushing wider at this point instead of being central 05:46 When Woodman has the ball the WCB on the left should be making the move to go wider not stand still. This happens with any club side I am using including good ones. 07:46 Defending a throw in. note where the BPD is covering he should be 5 yards behind. The trio of defenders is too narrow 08:01 During build out the WCB on the right should be wider t to support the attack, instead he is still too narrow. Meanwhile the WCB on the left who is on support is playing central alongside the BPD as a two man central defence. This is not what I expected the WCB to be doing. 09:34 Because the 3 man defence is so narrow there is always going to be zonal overlaps, here the WCB on the left will react to the ball over the top going for it when it would not have happened if he was wider. This positioning issue happens for the majority of the match even when I changed attacking widths. If you need more examples from this pkm please let me know, because it repeats itself throughout the match.
  23. If you send in pkms this can be addressed. I am also noticing the same thing and will be sending in pkms, the more the easier it gets to be addressed
  24. Why? Thanks but no thanks. If I need handholding and instructions for every feature of this game, it loses any challenge. Personally I derive more joy through discovery.
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