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About qazwsx

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  1. Thanks! I was afraid I was alone but then we are at least two who are confused. But, as you said, maybe it is because english is not our first language. It could very well be crystal clear for the natives.
  2. I agree, team building is the key. But should team building really be that tricky to code when compared to the match engine? Every manager in the game have a preferred tactic style and to make a template what positions are needed and what positions that are important for that particular style should not be that complicated to create. And they have been working on this for a quarter of a century or more and those working with it is very talented and smart people. And still you may move to a new club and have not one player able to play left fullback but there are seven strikers. No wonder the previous guy got sacked! And then there is the match engine that, according to me at least, gets better and better with each release. And the ME should be really tricky to get right but somehow SI make steady improvements. I may be stupid but I can't understand why SI don't make a real effort to get the team building right. There are only two alternatives but I can't make up my mind which is the correct one: 1) It's a conscious decision where SI wants the game to be easy, they know their customers and the majority is very happy indeed winning Champions League with Halifax. To make the AI teams unable to build teams based on common sense is a way to make sure the customers will return and buy the next version. 2) They are unable to code the team building part of the game. They are really trying each and every year but fail all the time.
  3. Sadly I must say that this will probably be my last version of FM, and I played it since the 1990's (CM in those days). And the reason is that it is not an interesting challenge anymore. I don't know the reason, if it is a decision by SI to make the game easy to increase sales or if it is because all these micromanaging we are able to do now make it even harder for the AI to compete. I thinks it is sad that people are forced to make up artificial challenges , using only youth players or whatever, to get the game more enjoyable. It's quite odd actually, we are reading daily that AI will take over the world, and in this game the AI seems to be more stupid each year.
  4. Well... my first match after posting the text above, a friendly in the snow. Stoppage time and a pulled ankle ligament for one of my midfielders. It's getting better!
  5. My team is playing the 4th level of Austria. Maybe being semi-pro and not training every day has something to do with it. Or maybe I am a manager genius. Probably the latter, haha...
  6. Am I just lucky or is the amount of injuries scaled down in FM 2019 to the degree that they are almost non-existent? In other versions of FM I remember to have plenty of injuries in match play but also during training sessions. But not anymore. At the moment I have 48 players in the club, and in the beginning of January there are zero players injured. I have had the same "problem" in other saves. If injuries really has almost been eliminated in the game it takes away a big part of the strategy in squad building. To have depth in different positions just creates unhappy backups that will never get the chance because the first team players are always available. I would actually prefer if the level of injuries mirrored real life.
  7. I would like to see a change in the team talks. Instead of addressing Defenders, Midfielders and Attackers as groups I suggest we should be able to address the teams play in the different phases of the game, In possession etc. If I, as the manager, would like to criticize the team when we are out of possession, then I want the entire team to be listening to my wisdom, not just the Centre Backs and Full Backs. We defend as a team and we attack as a team, right? As it is now I may be very happy how we play in one phase and very unhappy with another phase. But it is very frustrating because FM don't allow me to express this to the team.
  8. Your idea about the realistic camera angle is great. Also your other suggestions to make the game more realistic is well thought out. It would be nice if SI could add a realistic mode of play for those wanting a more demanding challenge. I admit to not having any knowledge about creating complex software, but I guess implementing , as an option, your "rules" what you may or may not be able to do in certain situations could not be that difficult. Then, from SI's perspective, the question is how many of their customers is interested in playing FM this way. Maybe most customers is actually happy winning Champions League with York City in seven seasons. We customers are all different and SI is in the business of making money. They will not create a challenging simulation of managing a football club, unless the extra work needed also will result in a profit.
  9. Fantastic work Tonao! Especially South America is a so vital part of the football world, but not well represented in vanilla FM. Your work increases the value of FM by 100% for me.
  10. Yes, I watch the match (2D) at a speed two ticks above medium, it takes about an hour. But I must confess that sometimes, being down 4-0 or something, I speed things up even more. Once I was so frustrated with my team and being down 1-0 during the second half I left the room and went to the kitchen, eating a sandwich or something. When I was calm enough I went back and we were 3-1 up with five minutes to go. Maybe I have a bad influence... But of course, you are right. Watching the match in FM is not as good as watching a match in real life. But the match engine gets better each year (I hope) and you get a lot of information by watching the matches. One thing I don't care about is the player ratings, a player may get a high rating just by accidently scoring a goal with his butt after a corner. Suddenly he is the Player of the Match. I treat player ratings as something you read in newspapers. Your way with the custom font is a nice way to achieve something similar to what I am trying to do. It is good there is several ways to play the game.
  11. Thanks for the kind words. I will not write anything about my careers, to much work, all my time is spent watching my team play, haha! Anyway, I could really recommend you to try the hide attribute thing. Before I did this my players was just a collection of numbers, I constructed a lot of formulas based on attributes and selected my squads by "magic numbers". Now the players are more like people, if you understand what I mean. I watch them play, and that tells me something about them. I interact with them and get a better picture. They react to my team talks and I understand a little more. My staff give me theirs opinions and so on. I have this midfielder, I use him as a BWM. He is like a bulldog, winning duels, fouls a lot when it is needed, gets booked (but just once a game). In short a very valuable player in any team. Last match we was up 2-0 after the first half and I gave the usual speech about "don't get complacent". A few of the players reacted well, most did not react at all but my bulldog reacted badly. He was stressed and confused if I remember correctly. I thought I had "lost" him and prepared to have him replaced during the second half. So I watched him carefully when the play restarted. He was still the same bulldog as in the first half and he played 90 minutes. So I concluded this is a complex person (who is not?), even if he may be a bit odd he will work hard for the team. So I do my evaluation of him as I would do of a player in real life, he is not a collection of numbers. For me this way of playing is more interesting. I do understand it will take more time, but I am not in a hurry. I will not do 50 seasons in a week but for me that is not a bad thing.
  12. I may have a peculiar way of playing FM. This is what I do. 1) Hide attributes (Preferences/Interface/Skin Colours: RGBA=211,211,211,1). 2) I have a custom view with some of the attributes. It is physical attributes that I think a manager should have knowledge about by performing tests. Acc, Pace, Strength etc. Also some technical attributes that I assume could be tested, Passing and so on. 3) Then I print the custom view to a web page, import the file to Excel and perform some calculations (with a random element) that results in test results. So instead of knowing that player A have an Endurance of 17 I get at result expressed as a VO2 Max test. Sounds stupid, I know, but it helps immersion for me anyway. The random element in the calculations is a way to simulate real life, Bolt did not run the 100 m at the same time every race, right? 4) Not knowing most of the attributes at all and some by the "tests" only there is a need to compensate for that lack of knowledge. The answer is to watch the matches in full. I increase the speed a bit and then I watch everything, This may be a good time to inform you that I am single and I am retired. I have the time to watch FM matches. 5) I calculate Manager points so I am able to compare different saves and also to add some extra drama to the game. I always start out as an unemployed manager with a low reputation. The goal is to earn money. When you construct a system for measuring the temperature you need two fixed points (well not if your name is Kelvin). Celsius used the freezing and boiling points of water. To calculate my Manager points i need two points too and I use the median wage for the managers in my division the first year (freezing point) and the median wage for the managers in the top league of my save (boiling point), I have a career of six years (playing every match on full means it may be months in real time) and then a few simple calculations give me the Manager points. To make it more interesting I will be able to prolong my career by winning divisions and cups. Longer career equals more money. More money equals more Manager points. So when I negotiate my own contract it will sometimes take months until we reach an agreement. Every Pound/Euro/Dollar extra will get me more points. And when I win my division I will be very happy because it will prolong my career and probably also increase my wage. That's my way of playing FM. English is not my first language but I hope you understand most of it anyway.
  13. I could not agree more. Tonao is doing an amazing job, doing it on his spare time and then sharing it with us for free. And then we get people asking for a faster tempo of his releases?!?!? Sometimes one loses faith in the humanity. If you read this Tonao... thanks for your fantastic work!
  14. Well, actually it is not very time consuming, I believe your approach is more demanding. In my variation you still get som input from the scouts. You will get a hint that Player A is strong in an area (rating=3), Player B is medium (2) and Player C is weak (1). This gives you an overall picture of the player without telling you too much. Then watching them play give of course more clues. You start thinking of players like you do in real life, not as a set of numbers. Anyway it is nice to be able to enjoy the game in different ways and no way is of course wrong.
  15. One way to make it more challenging (and maybe a bit more realistic) is how I do it. All you need is Excel and a little knowledge how to use it. Then, after hiding the attributes, I created some custom views on the Squad screen. I selected the attributes I wanted to get a report and once a month I print them to a file (Ctrl+P). In excel I then have a macro thats imports the file and change the values a bit with Excels random function. I then present the numbers, not in the 1-20 scale, but 1-3. That is a bit extreme maybe but the points is... 1) You choose which attributes you want to have a look at. 2) You don't get the exact numbers. 3) You use the scale you think is best for you (1-5, 1-7 or whatever). The truth is that I have taken this a bit further by basing the attribute randomness on the actual scouts attributes. But that is maybe too hardcore for most people. Just to give you an idea what could be done.
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