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Posts posted by shirajzl
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It's certainly not realistic to pack the team with super fast players who are otherwise awful and overachieve astonishingly, but it's simply how it works in the game and has been working for years. Whether you want to use that fact or not, it's everyone's choice.
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90% of you people here will buy FM 24 regardless of what you said in this thread.
You're completely right with your criticisms and wishes, but come November, the new version will be bought. And that's why your discontent will be ignored by SI.
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On 24/05/2023 at 08:12, XaW said:
The issue, at least in my view, is that the game still depends more on reputation rather than results. And to a degree it should be like that in certain cases. If you look at the players who are willing to sign for teams below their current level due to past greatness it happens a lot in real life too. New success will draw in players, but even though Leicester won the league they also lost some of their best players that summer to teams who had done worse (Mahrez, Kante), as the prime example. Other slightly less obvious ones are Varane and Casemiro joining Man Utd when they did as a clear step down rather than up.
That would be fine in case of one season shocks like Leicester, but in FM we're talking about long term domination. You can take a small club, win 10 CLs in a row (literally), be the top club in the world in reputation (according to in-game chart), the richest club etc. and players will STILL want to move to Many City/PSG/Real M./Bayern and the likes, because you are not deemed as big as them.
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That kind of budget is more than enough if you use the instalments exploit like most people do.
Yes, in real life most transfers are paid in instalments, but in FM, you can recklessly overdo it and the club will always let you and it will never end up in financial trouble.
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This argument of "if your input is unrealistic, don't expect realistic results" has been repeated ad nauseam on these forums and it's completely false and, honestly, nonsensical.
It's a video game. A video game needs to balanced in a way that it can handle all possible user inputs, i.e. ways of playing. That's the whole freaking point of balanced game mechanics.
Otherwise, every game developer would say "here's a game we made, but please play it this specific way we envisaged, otherwise it will fall apart".
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On 05/05/2023 at 17:41, lied90 said:
People told me on other platforms that this wouldn't work in the second season, because clubs would adapt and go in a low block so my pacy players would need attributes like vision, passing etc to get trough the low block.
Also been told by several people that this recruitment policy won't work long term.
Tbh I'm surprised to read that, I thought it was common knowledge that Pace/Acceleration/Agility/Balance combo has been overpowered in FM since forever.
Anyone who has played any of FMs for an extensive period could've seen that easily. It's very interesting, for the lack of a better word, to see people disagree.
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Pace, Acceleration, Balance and Agility have been the king in FM for years. And I mean as far back as CM/FM split.
Sure, you can be successful with slow players if you know what you're doing, but a sure fire way for massively overachieving is getting fast players, regardless of league, club, tactics, morale management etc.
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4 hours ago, vikeologist said:
This is the closest I've ever come to FM breaking me. I was seriously really depressed, so I have a lot of sympathy for people who need to step away from the game / challenge, and would never try to talk someone out of stepping away.That's how my challenge ended that year.
International management has always been really difficult and random. Maybe it's a lack of care SI have put into it over all these years, we all know a myriad of little bugs and inconsistencies specific to international management. Then again, it's seemingly quite random even in real life, so...
One thing is for sure, this challenge wouldn't be even near to what it is now if it was only clubs.
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20 hours ago, herne79 said:long standing issues which remain unresolved
If ONLY that part is resolved in the future, the player base would be over the moon. On the other hand, given the number of issues that have piled up over the years, I guess it's not an "only" thing, i.e. something easily solvable, but SI have only themselves to blame for that.
I'm not the one to scream "SI don't care", but what else should we deduce from the whole situation that's been going on for years?
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Number 3 from OP is what's been bothering me the most for years in FM.
You can take a small club, make them literally the most successful, reputable and richest club in the world, but some of your players will still want to move to present day high reputation clubs. It almost feels hard coded and makes anything you do in a save meaningless in that respect.
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On 08/03/2023 at 00:03, Mars_Blackmon said:
The problem is that this doesn’t happen in FM. The board is pretty much unaware of their finances for the most part and a big club would just pump money back in. We need the threat of losing our job for under performing once spending a bunch of money.
My favourite part is Youtubers trying to justify their clear exploitation of this in their saves as "realism" because instalments as such exist in real life.
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Training is one of the things in FM that work just fine if you don't touch it, i.e. if you delegate. Sure, the AI won't optimize it, but I've never seen it do disastrously.
The same applies to press conferences and team talks, btw. People sometimes say that assman ruins your team morale that way, but I've never seen it in all the years of playing FM, ever since those mechanics were introduced. If you got transfers and tactics spot on, no amount of bad team talks can ruin your success long term.
Moreover, it's been documented (e.g. on various YT channels etc.) that you can just employ a director of football and leave EVERYTHING (signing all the staff etc.) to him and you'll do just fine, even in non-league.
If you want to delve into it for immersion, that's fine, but if you don't want to, you can leave it to the AI and you won't suffer the consequences.
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If you acquire fast and agile players for every position (except for GK), you will overachieve dramatically, regardless of players' personalities, hidden attributes, mental or technical capabilities.
I've played this game since Championship Manager 96/97 and it's been like that for every ME version.
That's not to say slow players are useless, just that overachievement comes quicker with pacey players, no pun intended.
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On 26/01/2023 at 21:03, RoamingPlaymaker said:
Such a shame about the bugs I've read about as I really want to start this save.
Is it worth still giving it a go? What tips would you give to get around the squad registration bug? Or do I wait until the Winter update?
Given the state of FM 23, I'm thinking of doing this challenge on FM 22, tbh.
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Pace, Acceleration, Agility and Balance for every position except for GK. If you match them with good Determination and Work Rate, you have an unstoppable force, regardless of their mentals and technicals.
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On 26/01/2023 at 06:50, phnompenhandy said:
That plug-n- play supertactic approach doesn't work anymore
It does, actually, but not in the old sense of the word. We don't have Diablo level tactics like in the old days of CM and FM where quality of your players was inconsequential.
Nowadays, there are meta tactics which are optimized to work with a certain ME version and if you pair them with decent team building you're unstoppable. Even without transfers, those modern exploity tactics easily take a bottom predicted team to a top 4 finish in the first season. Sure, you can't win the title without better players, but you can surely overachieve like mad.
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On 08/01/2023 at 13:18, fc.cadoni said:
The default one which comes with the game.
The last few years the default skin is actually pleasing to the eye (although it's subjective, of course). Much different to the old skins of, let's say FM 12 with all the grey drabness.
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3 hours ago, Blünderbossu said:
Just like FM22, I'm finding that the difficultly level swings wildly based on small movements in player morale, team form, and player concerns/complaints. I mention the latter two separately because it often plays like they're barely related mechanically to morale and a problem with even a couple of players or a completely expected run-ending loss causes the whole team to go from genius to utterly inept even when the morale for the team is still in the green.
I can be on a run of five comfortable wins in a row and then after narrowly losing in the cup to a team two divisions higher my form will still go off a cliff and I'll lose eight in a row even though the morale was still good; similarly I can have a player come to me with a concern that usually doesn't really make much logical sense, have only a couple of bench-warmers agree with them and still despite the morale still looking good my team have all suddenly completely forgotten how to pass or press for the next half dozen games. And then the next time I load the game I'm winning every match at a canter again.
FM has always had that feeling of "the game has decided that you're on a bad streak of form now, be patient" when your world class players still play the opposition off the park easily, but miss every chance, while at the same time you concede seemingly after every other corner, freekick and a random long ball. After a few games, it resets and you continue winning as before. Myth or not, that exact same feeling has been uncanny over the years.
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How do you approach players with bad personalities?
Obviously you want to mentor them, but it can't be done before you move them to the first team, i.e. when they're 18 or so. By "can't be done" I mean if you keep a 16yo in the first team for mentoring purposes, he doesn't train with the youth team, which is the most important at that age. If you keep said 16yo in the youth team, you can't mentor him and he won't develop as well until he reaches 18.
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11 minutes ago, sthptngomad76 said:
Why not just have it as an option in game setup? Ultimately, it's a game and I want to be entertained. I can have the option of ultra realism if I want, but if I just want a bit of fun I can have the entertainment too.
I feel the game just doesn't allow enough game setup modifiers to tailor difficulty. If you want to play a youth only save, can we have a tickbox only allowing youth academy players to be selected? If you want to play a local only save, have an option only allowing players to be signed from X km/mi from your ground? The tactical familiarity/morale modifiers suggested by others? I realise you can self impose all of these...but it is surely a no-brainer to implement to at least add the illusion of a modifiable difficulty? Or is it just the usual SI complacency?
It's the vanity of FM community. Right now we have one version of FM and it's the same for everyone, so when someone achieves something, it has some weight (supposedly) because the playing field is the same. Imagine if we had difficulty levels etc., if someone says "I won the CL with Bradford PA", he'd get bombarded with questions like "yeah, but was it on hard difficulty, did you give the AI custom tactics? No? Pffft."
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12 minutes ago, XaW said:
Sound fotballing concepts will win in the long run though. I've been using almost the exact same tactic since FM17, only made some small tweaks here and there to fit the players I have, but the base is the same. It has worked good through each and every match engine instance since I created it back then. That has nothing to do with understanding or knowing the ME, it's to do with creating a tactic that is cohesive and with a plan through and through. Trying to fit a tactic into what the ME does will mean it works wonders now, but will bomb after any update, in the same way the exploit tactics does. Creating something that works no matter the me requires football knowledge.
Again, having football knowledge is fine, but if you know the ME, you'll easily spot the changes from one version to the other, adapt and continue to dominate.
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The point is that if you do know the ME, it will be sufficient to win consistently, even without any exploits. Actual football knowledge is irrelevant once you truly understand the ME.
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20 hours ago, Ferocious289 said:
I think the worst thing is that player attritbutes don't really translate all that well to the match engine anymore along with player traits and player instructions that you set outdoes not play out on the field. Or simply the m.e does not manage to translate and represent it as well as it should. For example you can put shoot less often for your midfielders wingbacks and central defenders,, yet they will still persistently shoot from ridiculous angles when there are players ahead of them in better opening positions, or refuse to put in a cross when on the flanks even if you got them set to cross more often. Wingers with good crossing attributes and decision making will still consistently run into the box from the wing, and a player is free in the penalty box, and the winger decides to shoot straight into the side netting or cuts it back and passes it back to a player outside the box.
It's a long standing problem of the franchise, you need to understand the ME and its workings, not football tactics as such (although it does help, of course). FOR YEARS I've been reading on these forums the same things like "I told my midfielder to shoot less, but he keeps doing it even though he has passing options". That's because people follow RL logic and miss the inner workings of the ME. It's a huge problem that I can't see being solved.
18 hours ago, GunmaN1905 said:Going player for player against top clubs and creating some imaginary lineups, I've maybe got two to three top quality players, but still somehow dominate teams with stacked squads and they can't exploit high line or high press at all.
Among all the pretty much bloatware as others said, the game has become a complete joke from tactical standpoint.The underlying fact of this game is that if you've got your tactics spot on, almost none of the other stuff matters (attributes, morale, player interactions). It ties into what I said above, if you know the ME inside and out (which the best FM tacticians do, and I don't mean those who make expoit tactics), you're practically invincible in the long term.
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2 hours ago, luka_zg said:
On my save I am in the season 2027/28 and Chelsea first team still plays Lukaku,Kante,Kovacic,Chillwel,Jorginho,Mount.Sterling..All players older then 32 years. The youngest first teamers are Fofana and some other defender with 28 years old. Lewandowski is still first choice striker in Barcelona with 39 years old!
When I try to find a player with maximum age of 23 for my team (I am ManUtd) it is a big big drought on the market of high quality players. When you start the game, search for example for DLP under 23 years old for ManUtd and you will find at least a dozen great options. Now, in the end of season 6 there are hardly any. It's quite disappointing how old players are world class until their 40's and then you have low quality newgens on the market. They are not all low quality, you can find good ones here and there but in general the quality of players drops I feel.
This is just a continuation of FM 22 where the development of newgens were MUCH slower than ever before. Pre FM 22 it was normal to sign a 18y prospect who would reach his potential by the 20th birthday so it was extremely easy to have an army of world beaters 20-21 year old.
SI overcorrected this issue.
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Come on seriously. Half the squad spitting their dummies out
in Football Manager General Discussion
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Use "continue time-out" option. It's changed the way I play FM for the better ever since I've started using it a few years ago.