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Dotsworthy

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Posts posted by Dotsworthy

  1. 10 hours ago, kentonizking said:

    Yeah, I know that.

     

    I'm wondering if anyone has ever seen them have a decent career? 

    It depends on what level constitutes decent.

    I've been playing around simming saves to see how youth players develop in FM24 and I've not seen anyone spineless make it to bottom half prem level (130-140CA). I think it would be difficult given that their other hidden attributes are likely to be mediocre also. If you managed to get one that's highly professional he could do okay I guess.

  2. I've found the loan manager to be frustrating because he will generally get you more interest in your player, but when offering them out for fees & wages you often get offers slightly under or different and the loan manager will reject them out of hand. 

    The only solution I've found is to tweak the offer based on what the club countered with (lower fee, non-playing wage etc) until the AI finally decides to offer something the loan manager will accept. It is time consuming and means offering out for lower than initial but eventually it will work.

  3. 10 hours ago, jc1 said:

    This is in the in game editor, he has a PA of 150 but in that save the coaches had him as a potential to be a good player with 2.5 stars, in my next save he's now seen as a future star player with a PA of 4.5 stars, same coaches each time. He's not a young 16 year old but an 18 year old who has played half a dozen 1st team games.

    18 year olds will also have a margin of error, you might not get an accurate picture until they are older, and even then it's not 100%. I don't know how a coaches rating of a player is calculated from save to save, but I wouldn't be surprised if there was some randomness to it, there are a lot of youth in the game.

    I'm also pretty sure the players CA & reputation factor in the PA rating. Then you have the coaches judging potential stat. Not saying there isn't an issue but it could also be working as intended and your coach isn't the most accurate/your player does not have the reputation of an exciting prospect.

    It's not uncommon to see this. I had two players in a golden generation, one given 5 stars (164 pa) and one given 3 stars (who actually had 160 pa). The 3 star one actually ended up the better player.

  4. 19 hours ago, jc1 said:

    This is the standard of the game, I have a young 17yr old mid who has a PA of 150, in game my coaches have him at 2.5 star PA, start a new game and this time he has a potential of 4-5 stars. 

    When it comes to assessing youth players the margin of error is much higher than your first team. It's not unrealistic as clubs misjudge prospects all the time in real life.

    If you want exact values then you need the editor.

  5. 29 minutes ago, Etebaer said:

    I have staff members increase as well as decrease attributes...but not that many...a few.

    I've only seen decreases when staff are in their 60s except when they've failed coaching courses and their determination has taken a hit.

    This might not be considered realistic, but I don't see why we don't have CA and PA values for staff from your technical director. But then staffing in the game as a whole could do with an overhaul. 

     

  6. 55 minutes ago, NineCloudNine said:

    The challenge is that the game interface almost actively works against you. Lots of system interactions are unintuitive, words don’t mean what you think they mean and mean different things in different places, it’s really easy to miss things and there is essentially zero guidance in-game.

    I think this is the core of a lot of people's frustrations with player interactions in the game. It's the only area where your assistant gives little to no advice, the reward for a positive interaction is a slight bump in morale, but the consequences for getting it wrong can be an angry player for a couple of months.

    As a system it is fine and can add to the immersion once you understand the quirks of it but for new players I don't know how they are supposed to work it out.

  7. 7 minutes ago, Rodrigogc said:

    But that has been the point of the ME flaws for years. There's never balance. To make defensive football look better, they'd have to handicap attacking, and vice versa. Probably the reason why it never gets solved. 

    The thing is that attacking strategies should not be easy to use, meanwhile defensive strategies should not be hard to use. 

    Oh I agree, the balance isn't quite right. In my mind if you want to play defensive football in this game you don't use a defensive tactic, but a defensive formation like 5-2-3.

  8. 2 minutes ago, Muja said:

    I absolutely agree with you. And yet catenaccio sometimes lets a weaker team grab 1 point, or even 3, against a much stronger team. How many goals would that same weaker team concede if they tried to dominate possession? They'd have zero chance, right?
    That's the whole point of defensive strategies.

    By that definition though this is a team that is weaker and more likely to concede chances regardless of what strategy they play. So the argument there is not that defensive strategies are too weak, but that attacking strategies are too easy for weaker teams in the game to use.

  9. 15 hours ago, janrzm said:

    The reaction ought to be "Delighted to be getting a chance" or "Looking to make the most of the opportunity" unless of course they are flawed characters with low determination. I'll raise it again in bugs, assuming it's already been pointed out. 

    I tend to get these when the stakes are low in a game/pre-season so I just assume the player can't be bothered, so I wonder if professionalism and ambition are big drivers. Balanced is a pretty average personality so maybe these guys just aren't as hungry as other youth players, although you would think young players would be less prone to it 

    It would be interesting to know what triggers it.

  10. 8 hours ago, Bahnzo said:

    Thanks, that's a good way to think about both I suppose. 

    A DM for an AMC, yes, but not for AM wingers. I want my WB to mark those players. I also don't think using both PI and OI tight marking for a player works to mark them any closer. In fact I think it pulls other players out of position when that player enters their "zone" and causes issues. Which is a big part of why I'm trying to understand how both of these work; I want to better setup my tactics to mark dangerous players w/o losing my defensive shape too much.  


    Containing, I'm thinking would work best if you don't set Tight Mark, but simply mark (or maybe Never Tight Mark on the OI?) and then set a pressing PI. That's where I'm curious. Would you want to press them hard and attempt a tackle on *any* trigger, or press them less and wait for the best chance to dispossess them? My idea is to play off a dangerous winger and have your player try to block passes and crosses from them while trying to win possession when a good opportunity presents. 

    I think that's just the inherent risk of marking or pressing, if you get it wrong either way you open up space for the opponent. 

    I would just try it and see, there is a going to be an element of trial and error in setting up your defence. I'd also think about your/the AIs formation and the quality of the two players as well. I don't like to tight mark on wingers as they tend to be really fast and good at evading their marker, sometimes I set tight marking on the centre backs and midfielders and let the wide players and striker press more. You also don't have to mess with any of these settings, if I'm struggling against a wide player I'll often change my WB to a FB and that does the trick.

    I like these articles from the FM blog, they are pretty good: 

    https://www.footballmanager.com/the-byline/using-opposition-instructions-marginal-gains

    https://www.footballmanager.com/the-byline/mastering-press-fm23

  11. Marking is by default zonal so if you tick tight marking they will position themselves closer to the player that has entered their zone. I don't know about being pulled out of position because I haven't experienced it myself but it could be selecting the PI to mark a specific player? That would be the downside to man marking systems like what Bielsa experienced at Leeds.

    A pressing trigger is when a player leaves their defensive position to actively take the ball off the opposing player. In real life you see this when teams try to pass it short out at the back or get caught dawdling on the ball. For me pressing is about winning possession whereas marking is about restricting space.

    Higher pressing won't cause players to get more tight to their man. I don't know the specifics of how pressing triggers are activated but I would assume how sensitive the trigger. It's also governed by line of engagement/prevent short GK distribution so if you have a mid block or a low block your players will tend to wait until the opposition team has moved up the pitch. In the past I've used a lower line of engagement with a normal defensive line but very high pressing, to utilize the compacted space and hit the team on the break.

    Personally if I wanted to contain an AM I would put someone in the DM position with either tight marking PI and/or tight marking OI.

  12. Do we know what criteria the DOF will use to sign players? (other than their tendencies of course).

    My assumption is that they will meet the signing philosophies of the club but I'm not sure at all that it will do that, and I've seen the squad planner mentioned. Would they target the players formation or their own formation/playing style? Even personality would be relevant as clubs in real life do look at how players will fit in within the club.

    One thing I do find annoying about the DOF is that his scout reports will replace the original one by your scout, which is more detailed and will include analysis. Sometimes I'll look for the scout report and the DOF's report has two strengths/weaknesses and that's it. It's infuriating.

     

  13. 10 hours ago, Bahnzo said:

    I noticed that Argentinian youngsters aren't allowed to leave their country until they are 18. Does this mean you can't turn them into a home grown player? 

    IE: Since they will always be over 18 when they join, will this mean they will never have the required 3 years before age 21 to be home grown? Or am I'm not understanding how this works?

    If you sign them before they turn 19 you are usually fine, I've never had an issue.

  14. 13 minutes ago, Domoboy23 said:

    How are people finding the balance of ''wonderkids''?

    7/8 years in and I seem to be seeing a lot (too many for my liking), however I am managing at a higher level than I did for FM23.

    In what way? High CA/PA?

    From my own experience and doing some long term simming the balance seems fine, with a few quirks if you are willing to dig deeper. As you venture further into the game there is some inflation in high PA players but not all of those players will max out.

  15. 9 hours ago, forameuss said:

    I'd imagine very, very unlikely.  You'd have to pay to use the likeness, which I imagine wouldn't be cheap, and unless the graphical engine takes a massive step forward, what's really the point?  You barely see them anyway.

    If they already have licensed teams in the game and a new unity engine next year it would be a good marketing win for them.

    I wouldn't be surprised if we saw the Etihad and the Amex next year.

     

  16. 3 hours ago, Rodrigogc said:

    So it is a hard balance SI has to find. I myself don't have much time to play but I'm an experient player, been playing managers since CM 01/02. I of course prefer the combination of more realistic and more difficult game, but from a business point of view it might not be the best approach  to follow. 

    It's a problem shared by turn based strategy games, which FM isn't but has the same hallmarks as: an unlimited amount of time to make decisions, a need to add complexity to the game in every iteration which the AI cannot necessarily keep up with, and large communities who can deconstruct the game at length. FM has an additional problem of trying to be an immersive simulation, which does not always correlate with level of difficulty.

    I think a hard mode would be somewhat popular but that often means handicapping the player and buffing the AI, which players don't really like.  Playing Civ 6 on diety with all the AIs bonuses feels totally different to playing on say King, and players are split on whether that's a good thing. I don't think we'll really see anything monumental with difficulty until machine learning as a tool is cheap enough to be implemented into a £40 game.

    That said, if the made a mode where you had less money, more injuries, is harder to keep team morale and cohesion, then i would definitely give that a go.

  17. 21 hours ago, alian62 said:

    Isn't that just consistent with Arsenal and Man City ? You need to look at a whole league not just a few top teams 

    Sunderland for example 

    Overall Home Away

    Wins 43% 57% 29%
    Draws 14% 0% 29%
    Losses 43% 43% 43%

    I did look at the whole league though, half the league won at least half (or just above) their home games, as opposed to just two teams winning half their away games.

    A brief look at the premier League for the last ten years, and most seasons the top 8 will win at least 10/19 at home, and between 2-4 will win away. The only exceptions are 13/14 for some reason and 20/21, which was the COVID season where there was no fans.

  18. In the premier League the team with the best away record last season (Arsenal) won 12/19 games, losing 4 times, the only other team to win at least 10 away games was Man City

    The best home record is Man City with 17/19 and 1 loss. 9 teams managed to win at least 10/19.

    I know this is anecdotal but I would believe this would be pretty consistent in English football for the last 10-15 years, so 8-9% doesn't feel too much at all.

     

  19. 1 hour ago, juju56721 said:

    First time on here so please Bear with me. I've noticed that the days until a player is homegrown isn't showing anymore which makes it hard to plan for future registration purposes. Then I noticed the champions league registration has been removed and doesn't show until you have to register which can really ruin a save since you can't open your squad. I normally click on it and see how many spots I have left. I can't do that anymore. Because of that my squad became unbalanced and it's basically ruined my save. Team cohesion is in the mud and I'll have to start a new one now. I was supposed to challenge for the title this year but now I'll have to start over. Is this a glitch or something that was done purposely?

    IMG-20240119-WA0018.jpg

    IMG-20240119-WA0019.jpg

    You seem to be using a custom skin. Have you checked if that is the issue?

  20. 1 hour ago, jcafcwbb said:

    As a pressing forward or target man he gets 3 stars but as a shadow striker he gets 0.5 stars. This is despite his key attributes for the shadow striker role mostly being 10-12 which is decent for a L2 player. There is no reason for that drop.

    How much is the star rating allied with the actual attributes rather than whether the player is seen as a natural or unconvincing in  that position.

    A player who is not natural in a given position will perform worse though, so it should be taken into account. While the player might have the perfect attributes they take a pretty significant hit to their decision making if they cannot play in that position.

    The star ratings for positions seem much better this iteration. Prior to FM24 every full back in the game could only get to 2 star rating for IWB role.

    I think the star rating tries to replicate the fluctuating nature of footballing talent which I quite like. In real life players can play like elite level premier league talent for two years but then regress back to their actual level, or be star players at the start of your save only to become overshadowed by better talent as your go on.

    It could do with a bit of clarity for the new player.

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