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Dotsworthy

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Everything posted by Dotsworthy

  1. Do you mean the attribute analysis polygon? If so, it's available on the attributes tab and the comparison screen. By default it does not appear on the player popup. For that, you'd have to check the skinning forum and see if someone has made a skin that does that or try making it yourself!
  2. Excited to see Japan back in the game. Haven't been able to do a J-League save since all they way back in CM4! That will be my beta save for sure. So far I feel quite positive about the changes, seems like there is a good focus on the match engine.
  3. The unity news feels like a play. Announce an egregious policy change that has everyone up in arms for a few days and then backpedal to a smaller change that might still be bad, but now looks reasonable compared to the original one. Unity will probably shoehorn in some kind of royalty system, but their is no way they can get away with an install fee.
  4. More direct passing is asking your players to move the ball to the final third as quickly as possible, eschewing build up. It doesn't necessarily mean they will hoof it or attempt to play the striker in from centre half. Pass into space and the PI take more risks would make playing in the striker more likely. Tempo is allowing set amount of time on the ball before making a decision. So combining the two your players would be more likely to hoof it long or play riskier balls since they don't have much time to assess passing options.
  5. I've found the opposite. I've maxed out the tempo in order to blitz the opposition. Direct passing can also be good because it makes it harder for opposing players to get back into position after a transition, especially if you have players decent physicals.
  6. There is no way Unity are going to go through with this, unless they like tanking their business.
  7. I believe from past discussions that SI are cautious about negative aspects of football such as drug testing being included in the game. It's why you never see fights on the pitch etc. They also are careful not to paint real life footballers in the negative light, which is why certain personalities are only applied to newgens (slack, unambitious).
  8. They said specifically in the article about FM24 being ahead of schedule and a love letter to the series, and about being disappointed with 23, so it's clearly not going to be just a data update.
  9. Having went back and forth on this the only arguments I can really see here for dynamic PA are: 1. Players with fantastic growth rate having a lower PA than desirable. 2. Players like Jamie Vardy not really represented in the game. For point 1, ultimately some players do hit a wall. They get to a certain level of ability and then plateau, even if they are a hard worker. As mentioned also, it's actually very hard for a player to actually reach his PA in FM23, so plenty of players end up being dynamic in that sense. Knowing the exact PA value of a player isn't actually that helpful. Point 2 is a trickier issue to solve. Jamie Vardy is an anomaly in football terms, leaving Sheff Wed at 16 to go non-league, all the way up to the prem. Dynamic PA doesn't solve that issue, and considering how rare a player like Vardy is, it's whether it is worth the hassle creating the conditions needed.
  10. Fair to say this is a very positive announcement. I'm intrigued to know what features that did not make 23 will make it into 24. The move to Unity sounds like a major step forward in terms of graphical fidelity and perhaps the ability to mod the game going forward.
  11. OP is overpowered. The last few FMs have shown a bias towards favouring teams playing the gegenpress tactic. 433 is one of the recommended formations for that style of play. The presets are fine. I often start with a fluid counter style with a higher mentality and pressing intensity as I tend to start with a mid table team, then get more aggressive.
  12. No one in this thread has asked for the game to look like fifa. The complaints are that visually the game was downgraded in 2017 and left untouched since. Calling cosmetic changes pointless when the whole idea of the game is fantasizing managing a football team is absurd. A players physique should also matter. You cannot completely coach the physical dominance of Mbappe or Haaland, some of that is genes. That said, I kind of agree with this. Some players do just peak early though, and the balancing act is how that works in the game. One thing that I would like to see is making players more specialized in particular roles. Most players in real life tend to fit a few tactical systems only, but in FM most players (at the start of the game at least) can mostly play in any type of system with few issues.
  13. Morale is definitely an area that needs development. For newer players, it is too confusing to understand what each option means most of the time, while for players who understand the morale system it needs more complexity and is too easy to game the system. Praising training each week for 8 and above ratings is too powerful and I wouldn't be surprised if they nerfed it in a future version. I think SI have a very difficult job in balancing difficulty. They could have followed the civ model of adding modifiers (say like +1 to all attributes for ai against human players) but then that might make data hub statistics misleading which is an area of the game SI have worked hard on in recent years. Squad building is another area the AI do need to be better, but in real life teams botch their squad building (*cough* Man United). And the worst thing would be to have the top six in the prem remain completely static year on year with no rise and fall of teams.
  14. In FM23 they removed a couple of formations from the list so the AI wouldn't use them to help their squad management better. The 4-2-3-1 DM Wide operates similarly to the 4-2-3-1 Wide in this version of the game. I believe the AI won't use 4-4-1-1 either.
  15. What do you think needs changing in terms of weighting? The big one for me is set pieces. Modern sides have a couple of routines in rotation that they practice, and set piece coaches. It's the one area of the game that SI are really behind modern football. Same with kick offs. Penalties to be less random. Players have preferred locations and run-ups. GKs could also get a boost from researching this. For the AI squad building, the top sides need to be much more aggressive. Players like Bellingham need to be snapped up quicker. That said, I'm enjoying a save on 23 and have a baby due in a month so I will probably tap out till 25.
  16. It doesn't seem too bad but the things that stand out to me are: - You're plan seems to be to win the ball deep and then boot the ball upfield for runners. I don't know how you are doing for possession but my gut feeling is that you are putting pressure on your defence when the wingers can't win the ball. I'd definitely considering lowering the passing directness. If you want to have players run onto through balls you could try pass into space instead. You also don't counter attack, which feels like what you are trying to do with the instructions. - I personally prefer my defense to be more aggressive in mid-blocks, I'd press more often. - I don't know how you are conceding goals. It's possible that commiting so many people forward will cause you to be hit on the break. If that is the case, then I'd consider adding an extra man to help out. Either changing a WB to FB(s), or changing the B2B to a DLP(s) and making the DM a DM(d). - don't be afraid to drop the mentality to balanced, sometimes positive can cause mistakes or rushed play.
  17. In the next FM version can we please stop DOFs/Loan Managers auto rejecting bids that don't quite match what we've set in the requirements? Especially if I am in charge or accepting/rejecting incoming offers.
  18. My general approach to youth is: - overhaul all the staff and facilities. Good personalities, coach ratings, training facilities, youth recruitment etc. - set individual training and role training for all the three star and above players. I let staff run the general training as the basic routines are pretty good and I can't be bothered. - at 18, I will aggressively loan out any of the priority players, while keeping the U21 and U18 squads a decent size so they play well. I've sometimes taken on some dud youth players who will help the reserves keep winning matches. - I get training emails and praise the good performers, and if they are progressing well. I used to praise/criticise their development every few months also but it only seems to effect morale so I have mostly left it this year. Only thing I can't work out this year is whether it is worth adding U18/U21s to the senior training units so I can aggressively mentor them. I don't want them to miss out on training if we are playing midweek but also want to start moulding their personalities early.
  19. It seems buggy. I've noticed players who would fit my criteria appear in the partial matches then disappear forever. I am going to try lowering mine to see if it improves. This may have changed in FM23 but a lot of work was done to understand scouting in FM22 and it works like this. A scout will go to any matches played that fit the assignment, the caveat being that if you choose a country that has no league loaded (playable or view only), the only matches that scout will be able to go to are national team matches or if that country has clubs in continental competitions. Your scout will be going to China and South Africa as they are loaded leagues, but will rarely visit Ghana. They also find holding onto scouting knowledge harder if they have multiple countries on their docket. For nations with no leagues, it is probably better to get a team report on the national teams youth squad.
  20. I agree that for AI clubs the director of football should carry the can for recruitment. And could occasionally be sacked if they buy too many players who flop. Or be poached by other clubs. Staffing in general is an area that could do with a fair bit of overhaul though. I sometimes use the dof but I prefer to do my own negotiations and don't trust him to buy players for me. Maybe I should try it.
  21. Depends on licensing. Might be too expensive for SI. There is a J-League database knocking around if you want to add custom content to the game.
  22. I raised a ticket this year regarding staff preferred job filter basically lying to the player, making finding staff hard. SI acknowledged the issue, offered a short term fix (which didn't work but appreciated the effort), and then confirmed it as fixed in the latest patch. It isn't. The bug is exactly the same.
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