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Found 10 results

  1. I would love to see the AI react more realistically to certain financial aspects of the game. I manage in the LL and more often than not I see prime-aged players forfeit a $500p/w wage to sign for an amateur club to get more playing time. I'm sure it happens on occasion, but I really can't image it's common for a player to give up that kind contract just for playing time. Another detail has to do with staff contracts. Staff often don't seem to be in a rush to resign once their contracts expire. This may make sense in the higher reaches of the game where the pay is good, but if you're making $230p/w, wouldn't you at least want some kind of job security? I imagine my u19 physio would want to know if he'll be axed or if he's free to take a job elsewhere, but there just doesn't seem to be that kind of urgency.
  2. Here i am again with yet another one of FM famous glitches/ annoyances. My team played a game against newly promoted zaragoza. instant result as i always do. result was 3-3... i checked the match stats zaragoza had 4 shots and 2 on target. yes 2, but there wasnt a single own goal. so i watched their goals and all their shots that went in were NOT! off target at all! here i am on a great winning run. play one of the weakest teams in the league and i get completely lied too, and its always their o look we've scored 2 goals from 3 shots 2 from2 3 from 3. its the only reason i draw or worse loose and i feel this one here and tipped me over the edge. this game used to be sooo enjoyable :/
  3. Do players know to play differently based on the players around them (i.e. do Man Utd players instinctively know to play more balls into space when Rashford is up front than Ibra?). Also do they play differently based on player roles around them (e.g. will players automatically put more high crosses into the box if I have Harry Kane set to target man compared to if I had him as a poacher)?
  4. The main issues with player interactions are that they're too repetitive and the players personality appears to have little impact on their responses. More variety in responses combined with more complex personalities may be a way to deal with this. Rather than having one single personality trait it would add an element of realism if they had 3 or 4 personal qualities. For example a player like Costa might be impulsive/ambitious/stubborn. Having a combination of traits would then allow for more unique personalities and seemingly original responses. Because it would be relatively rare for players to have the exact same combo of personality traits it would also be more rare for them to reply in the same manner. A greater sensitivity to context could also help provide more unique responses. The players age, form, the clubs form, the time spent at the club ect should all factor in. I know that there are already hidden personality attributes and some contextual responses but these could really do with being more overtly integrated into the ai. Currently it doesn't feel like player personality has much of an impact whereas in real life it is a very obvious factor in the success/failure of a player. It would also help a great deal if the AI used different statements to express the same sentiments more often. Although this would be a superficial change it would reduce the monotony of player interactions.
  5. So I noticed something strange when looking at the scouting report about my next opposition. They seem to have opted for an inwerted wingback, however they are in a narrow formation. If i understand it correctly in this situation the IWB would act like a regular wingback as there is no one playing in front of him. Why would they play with an IWB therefore. Did this behaviour change or the scout report is faulty or I am not seeing something? Edit: It might worth mentioning that this is happening in the Demo
  6. I am playing with TSG Hoffenheim, Budesligua. After I qualified for CL last year (3rd), these year's expectations are 1st KO round in CL, EURO Cup through 1st division and semi-final in the German Cup. I won't discuss about tactics. I am at a turning point, where TSG Hoffenheim looks like it is developing into a competitive club and AI interaction is radically changing the interaction between other clubs and mine (I think so). In the League, I have lost all three games at home, against Bayern Munich (0-1), Mainz (0-1) and Furth (1-2) and in 6 games I am 14th/18, WDL=1-1-4, F-A=7-9. Bare in mind that I never managed a big and competitive club, I always try to create one by myself. 1. I am failing to be consistently competitive, every season. Whenever I play in a European competition, I struggle in the League. 2. Maybe this season, my approach to football tactics and style of play might need a radical facelift. I am not sure how though. 3. I loose against less competitive clubs at home in games that I dominate. I think that my narrow pitch helps them to "park the bus". 4. I noticed that I play better away, in wider pitches. During previous seasons, I was always sticking to narrow width. Mainz and Furth park the bus and scored by counter attack, while I was battering them on their side of the pitch with crosses, shots attempts in and out their penalty area, headers and I hold the ball, pass it around and cross it, regain control etc. I always end pushing forward a lot, because it seems impossible to score otherwise and my opponents score on the counter-attack and this is how I end loosing. I don't seem to have any luck in scoring at the moment! So, I am wondering, how do Bayern and Dortmund score 3-7 goals against small teams at home or away and I manage last year's 3rd best club and I cannot even win Furth by 1-0 at home? What is these teams approach and winning mentality? PS: Is is a disadvantage that my 1st team squad has average age of 21yo?
  7. Whether it is through the FM Editor or something else, I would love SI to open the game up more for modding the actual game engine, ranging from things like how the scouting and attribute discovery process works, transfers, the AI, potential ability, etc. I know it's a stretch to open up the game to customization that much, but maybe there is a middle ground to that SI can leverage the community a bit more to fix certain issues that consistently come up. What do you think?
  8. I ran a series of match replays (reloading the game file) with the same match: Reggina x Cosenza. Italy's Third Division. I coach Reggina. In some, I coached directly (or lightly), in others I went on vacation and let the Ass Coach ran it. These were the results: Reggina 0 x 2 Cosenza - I coached heavily Reggina 1 x 3 Cosenza - I coached heavily Reggina 2 x 3 Cosenza - I coached lightly (I let Ass Coach select team and Opposition options) Reggina 4 x 0 Cosenza - Ass Coach ran (I went on vacation) Reggina 1 x 2 Cosenza - Ass Coach ran (I went on vacation) Reggina 3 x 1 Cosenza - Ass Coach ran (I went on vacation) Reggina 1 x 1 Cosenza - Ass Coach ran (I went on vacation) It's clear I got worse results when I coached heavily. However, I found it striking the widely random results when the Ass coach ran the match. Any thoughts on why of AI's random results, and what I can learn from AI in order to beat Cosenza myself? (It seems that a lighter approach works better). Thanks. Ciao.
  9. Hi folks, Let's say an AI club play with an AMC and has two players that can reliably play in that position. One is called "Relatively High CA" (or RHCA) and the other is called "Significantly lower CA" (or SLCA). The AI manager picks RHCA as his preferred choice, things are doing relatively normally, but suddenly, RHCA picks a longterm injury. Logically, the AI manager picks SLCA as his second choice. Now, let's imagine that the team is beginning to perform better for some reason (better string of results due to easier opponents, team morale on its way up, SLCA in a good mood, or , even simplier, SLCA has characteristics that match the role that the AI manager was giving to the AMC from scratch). SLCA, on the long term starts to outperform RHCA in terms of game stats (or simply marks). Now RHCA returns from injury. Do you guys know which AMC the AI is going to pick? I have been told that the AI relies on CA, but what do you think of that particular situation?
  10. For anybody affiliated with SI on here, do you think future FM Editors will allow for more in-depth modding of aspects of the game, particularly the game engine and AI?
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