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apertotes

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Posts posted by apertotes

  1. 29 minutes ago, Marc Vaughan said:

    You are aware that this is the mobile game forum and that would be totally unusable/readable on a mobile phone? - I agree on a large enough screen that is definitely better, but on small screens compromised have to be made.

    You are right. I play on a 10" tablet and I feel like the players could be much smaller without any problem, but if the same design has to be used for all mobile devices, I can understand how you would want larger players so that they are visible on regular phone screen.

    30 minutes ago, Marc Vaughan said:

    I'm constantly trying to improve the way the game talks to the user and gives them information - I'll readily accept its not perfect by any means, but we'll keep trying to improve things ... bear with us :)

    Of course! I love the game. Have loved it since it was called a different name and Fabregas was a wonderkid. That is why I complain so much. The lack of clarity has been there all along. I will keep on buying new editions and playing until my eyes bleed. I just can't help but be disappointed at not having the tools I believe the game should provide to be a better manager.

  2. 8 hours ago, Marc Vaughan said:

    This is intentional - the 2d is intended to show what is happening in a tactical sense and not be a 100% accurate representation of the players size. The reasoning behind this is simply that its easier for people to see and ascertain behavior when players are larger, this is very much the case with the ball also.

    The problem is that not only is it working in the tactical sense. The gameplay sensation is that players are indeed that big since they act as obstacles for other players and the ball, effectively making the pitch much smaller.

    I believe that something like this would be fantastic: image.png.26e3c28fdda1f30db7c63c8bab4f8d

     

    It is still 2D, but the sensation is much more authentic.

     

    8 hours ago, Marc Vaughan said:

    The reason the 'full match' isn't an option is simply because it'd leave people prone to losing their save game because of battery lapse far too frequently - 'extended' highlights do show a fair amount of the match imho.

    I disagree strongly. By their own definition, highlights only show successful plays, yours or the rival's. But it is impossible to know why your tactic is not working as you expect if you do not see the unsuccessful plays. Is your DM giving away the ball too easily? Are your wingers trying enough runs forward? Is your Deep Lying Forward really coming down to receive the ball? Where are your attacks breaking down? Are you being outmuscled in the midfield?

    Player statistics (like passes, crosses, dribbles, etc.) can't really inform of why your tactic is not working as you intend.

    If you are worried about battery, you could force the full match engine to play at an accelerated rate so that a game is completed in 30 minutes or less.

     

    8 hours ago, Marc Vaughan said:

    Penalties uses shooting as a component along with the hidden penalties stat.

    These where examples and I really appreciate you taking the time to reply to all of them, but there are many more things in the game that aren't explained in terms of real gameplay effects. Like I said, we do not need the actual formula, but many of the hundreds of questions that are posted monthly in these forums about why something does not work or why my tactic does not play like it should come up because things are not well explained. Maybe we expect technique to matter for set pieces and it doesn't. And many similar issues. Just another example: does strength help players resist tackling?

    Anyway, regarding penalties, I am still not sure. Look at Modric and Bellingham in the following screenshot. Modric has 3.5 stars and 8 in Shooting and Bellingham 1.5 stars and 14 in Shooting. Who is the better taker? Are the stars the hidden stat you are referencing or is it already a global value that includes the hidden stat and the shooting stat. Why is Technique in that screen? Does it also affect penalty taking?

    AIL4fc_yvBAoRRi9zUI57xEBlogrBKUT8KfGd3xqU6FSJZvLT4j3_CpHu8P9JyX7j4VU_yAP4TUSRu5MdTi048atjTwgSVpiKtNoQ_RmMCeCrNgkDC6bqtIymNBIriu3yU07SXsZNsyd32KwT4uS-_tMxKQpTXM-BVzgaPSe7gHpJEXLCPxdPAm0mqOt8IQuETsZ95h0B9aTjsnsMszEgi6PS1G95mKbQT_G-JSLzEBH8N6CJQUm9PqCvXODl-T73bZyaQC6UW1c0hyL9wRJVADGQgI6YXsVM_La54XFv82bj_fe0CSrbTSUs5FP-mtKv0JmB_oUASFSJ8dZYB94AZF6_QTOq-BpFkcXuAcCSvfvaMGQeViu9XcNptanKL0XGeAunQbK_eD7-MShzHHegaoodw6japOI1MJJgUanxSXY4DzVr9sULPSi9Nuh7S2rO7VtqLvxX3TNt_ovdbrrk1swHItL6UdFI-AipUdovOzxVgBNgl9n9CwtvXaCPO5aI-jvaGx_SPEDjv9gMjgnfC_C4qdd75yCGcPdrlfdbU247fvxcPPQMwG2xb3YlcnOf06-DlNlvJ83yW58fiin_ip-rERizc7rm-tinr0IoVztqZTnv531JaHhbNtBLZPVVGS53apdqKqfcRsdr2R98O_uRxBej2tTNmNYoblblWcFK5MYSJRpxj1bsLrnMZhFH4APmWHwVGZynUkVXhVcBWRVIiE1XMRMuciz80DolCSyehJ6VCaz6c43MtHB1y69ju3eh45K8_OqahlSUuKEAwzmlkrl6fNEogrzxaYPCWPp-0YzE_o8T1_2Q5tq-yWua1l_6-U4MXROjNgut8WvakpUHELWuX1ZXLBEM7JPDcMuLghPRX7Y56jhqxMAr0rm-DUTw6AtAqJJT9nyP_wfrJePKiIeEBw=w935-h701-s-no?authuser=0

    It is just confusing, simply because it is not explained anywhere. And I believe that it is not doing any favors to the game. It should not be a blind search. We should know how attributes and stats affect the game in order to make better decisions. There are many games where causes and effects are clearly explained, like Civilization, Europa Universalis, almost all board games, and it does not diminish their depth and strategic complexity.

  3. I really think the best way would be to split it in two different sliders: one for attacking-defensive mentality and another one for directness. Doesn't the big brother PC game have something similar?

    Also, I would remove "Direct" from the passing options and just set a slider to control passing length, since, I believe that directness and passing length are not related at all.

    That way, we could create a strategy with attacking mentality, very low directness, short passing and high tempo and hopefully recreate the style of Barcelona or Spain, along with many other strategies that now are really difficult to simulate because of the way mentality and directness are partnered.

    I may be pushing it, but having individual instructions to ask some players to do their own thing regardless of team instructions would be fantastic. Things like dribble more, shoot when you have the chance, etc. I know roles do that somehow, but they feel a bit limiting. Or maybe it is again a matter of documentation and really being able to learn how each role affects a certain position. But still, sometimes a player is perfect for a role except for one stupid attribute that he never bothered to train. Being able to ask him not to cross, dribble, make forward runs, etc. would be great.

  4. 8 hours ago, Marc Vaughan said:

    The way the match engine is implemented 'defensive' means very cautious going forward, attacking means go forward quickly and take more risks of losing the ball.

    I'm trying to explain how things operate so you can implement the style you prefer, it is entirely up to you whether you take this advice.

    OK, thank you. It feels wrong that in order to replicate Barcelona style, we need to select a defensive mentality. And I think that it is not well explained in the game and the terminology used is confusing.

  5. Hello, I purchased the game less than two months ago and I loved every minute of it. Still, some things bug me a bit:

    1. Match engine: aren't players too big for the size of the pitch? The highlights feel bloated most of the times.
    2. Match engine: could we get a setting to watch the full game? I think it is needed to fully test strategies and not be blindsided by the few highlights we get to see, specially, since highlights do not show your botched plays, and those are key to find out what is not working.
    3. Miscelanea: why is there a limit to game saves? if it is really necessary, can you at least make it higher, like 10 or 15 saves?
    4. Miscelanea: I think a game as complex as this needs better documentation. As much as we like to discover things on our own, it should be clearer how some abstract concepts like tempo or mentality impact the game. The same can be said about player attributes. We do not need formulas, but it should be easier to be sure whether "Passing" affects crossings, including corners, or how "Shooting" affects set pieces. Does the set pieces rating for free kicks and penalties already factor in the "Shooting" attribute of the player or should we try to balance both scores on our own? Is "Positioning" used on attack at all? Why do players sometimes allow being catched up by a slower defender by trotting around with the ball instead of sprinting towards goal? Is it related with "Work rate", "Stamina"?
    5. Modding: does SI condone modding? I wasted dozens of hours trying to add real kits, logos and faces. Each website had different instructions as to where to copy the files and sometimes adding a new pack caused a different one to stop working. I missed having an official post from SI clearly indicating the folders where everything should be placed and, especially, how critical are the config text files for everything to work correctly.

    Anyway, thank you for this awesome game. We only complain because we love it so much.

  6. But being defensive does not mean not being direct. When Barcelona used Tiki Taka they had a very attacking mentality, almost overload. Yet they did not rush to the goal. Defensive/Attacking mentality and Directness are not the same thing.

    I do not recall any team using Tiki Taka with low player tempo. I'd say it is not possible because if players hold the ball for a long time, if the ball is not moved very fast, defence can adjust and cover the gaps that Tiki Taka is supposed to provoke.

  7. I've read many posts here at the forums and most seem to accept that tempo is how fast players make decisions. But, the game considers the Tiki Taka strategy as "low tempo". That can't be right. Both Barcelona and Spain used this tactic with players moving all the time and passing the ball almost instantly. So much so that even trying to stop them with faults was very difficult since players had the ball for a very short time and once they passed it they immediately changed position.

    Tiki Taka can be described as very fast individual tempo combined with very low collective tempo (this tempo defined as how urgently the team tries to get into scoring opportunities). I do not see how the game's implementation of Tiki Taka (control mentality and low tempo) can replicate that. And, indeed, it does not. Using vanilla Tiki Taka strategy makes your players dwell on the ball constantly and take a very long time to even turn around. And it is very easily countered by a high pressing opponent that capitalizes on that individual low tempo.

    Having said that, is there any way to really replicate Tiki Taka in Football Manager Mobile? I believe that fast tempo is required, but, how do you instruct your team to not rush towards the goal? Short passing? I wish we had a "Directness" slider, because all we can choose is "Short", "Direct", "Long" or "Mixed", but those aren't comparable or incompatible. You can be direct with short passes. And you can also not be direct with short passes. But the game does not allow us to be precise.

    So, Fast tempo, probably short passing and, maybe, control mentality? Also, how do you tell you players that you want them moving all the time and even get out of their designed position? With an "Expressive" setting on creative freedom?

    BTW, I believe that Tiki Taka is only the attacking phase of the game. Barcelona used Tiki Taka with high pressing, but Spain did not. On defense they used a more conventional zonal positioning defense.

    Anyway, good night to everybody!

  8. Thanks a lot for the quick answer.

    I think it is confusing. The distance between Oshimen and both wingers is the same in both tactics, yet lines do not appear on the second tactic.

    Also, on the first tactic, Valverde has lines with both central defenders, yet on the second tactic it only has lines with one of them.

    And finally, how is proximity measured? On the second tactic, the distance from Valverde to Ibañez seems equal to the distance from Oshimen to Camavinga or Modric, yet there is no line displayed for their relationship.

     

  9. Hello! After a successful season managing Real Madrid, I have some questions about the colored lines that appear on the tactics screen. This is my current tactic:

    image.thumb.jpeg.419433a9e35d9679fe5183798056c1af.jpeg

     

    As you can see, there are several healthy colored lines. I still do not know what they mean. Now, I move  players a little bit...

    image.thumb.jpeg.6b3184877f7e01c66b7923f596b59657.jpeg

     

    And most of the lines disappear! What is the ingame explanation of this behaviour? Why does Valverde retain his relationship with Ibañez, a recent signing, yet loses it with Militao, with whom he played all the previous season? Why do the forwards lose their relationships? Is Vinicius now too far from Alaba for them to create a real brond?

    I hope somebody can share some wisdom because I am completely clueless.

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