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Found 15 results

  1. Hello everyone! This is going to be my first post on this forum so I'll give a little context before I get to my question. I didn't really know where I would have to put this kind of post so I'm putting in here in general. Recently I picked up FM19 after being away from the game for a loooong time. I think the last version I've played before 19 is 14/15 years ago. What attracts me in this game is squad building, scouting, player development and.. winning lots of trophies of course My choice for Ajax shouldn't be too hard to understand with that in mind, and I support the club irl as well so there's that There's a lot to (re)learn for me in this game. So I've been educating myself with reading material from this very forum (especially @herne79 's posts) and the Youtube videos from @Rashidi. They are both such helpful sources! Now things are going well after a bad season start. Recently we beat Feyenoord at home 1-0 and PSV away 0-2. European games are still hard for us but we managed to beat Marseille 2-3 in Stade Orange Velodrome in the Europe League group stage. I already have a firm grip on the whole club, signed some great scouts and coaches (Dennis Bergkamp among others and eyeballing Marco van Basten as assistant manager right now), kicked out lots of youth players who were stealing game time from my future stars and signed my first young player (image below) while sitting patiently on my remaining 11M transfer budget for when the good scout reports come in. I'm still struggling with tactics a bit, but we'll get there eventually. (Just check out the PPMs on that guy. He's just 17 ) Now my question is about feedback in the game, because I'd like to learn more about that aspect of the simulator. I think the statistics the game gives me can teach me a lot about my tactic and my choices and what effect they have on the game. So I've been taking a closer look at the analysis tools and found something I don't have a clue what it means. This here below is a snippet from the after game review. I know the 'struggling for possession in opposition's half' can also mean you are just camping there a lot and trying to tiki taka the ball into the goal (preferably through the keeper's legs). But I also saw this one. It says 'Ekkelenkamp has been a poor influence on overall attacking play'. I'm trying to develop him into a shadow striker and he played there this game as well. And although I love the contextual feedback the game gives (I'm a very linguistic minded guy) I didn't understand this one. Because when I took a closer look at Ekkelenkamp's performance in the game, I saw he made 6 out of 11 key passes, received and completed the most passes and was the creator of 1 out of 2,5 clear cut chances. So how can he not be considered an important part of the attack in this match? Is it just because he made no assists and/or goals while on attack duty? So that was my first post. I had a feeling it would be nice to start with a question so that's what I did: what stats do you find to be important in learning about the performance of your tactics and players? And what does this contextual team analysis thing I got mean exactly? And should I worry about it?
  2. In the footballing world, Pre Season is one of the most important & chaotic periods in a clubs season …. Training camps, enduring transfer saga’s, board meetings and of course the lucrative friendlies to please the commercial partners. In Football Manager, I cant help but feel that Pre Season is no more than a few clicks of the "Continue" button, with the odd player transfer thrown in (should you have enough money) and maybe a week long training camp to Spain which has no real effect on the game itself. Would it be at all possible for the Pre Season madness of the real world to be simulated in the Pre Season world of Football Manager?? Below are some of the ideas I feel would help blend the two worlds together. 1) MID SEASON BOARD MEETINGS TO DISCUSS UPCOMING SUMMER: Board suggest friendlies based on commercial requirements. (We would like to play against either Club A, Club B or Club C in the USA as part of our commercial obligations) Board suggest Training Camp locations based on commercial requirements. (Please select which two weeks you would like to spend in China as a result of our commercial obligations) Pre Season tournaments with added income (We have been invited to play in the X Cup in Australia) *The results of these meetings to be kept in place even if the manager is removed from their position. (a similar situation happened when LVG was unhappy with Man United's pre seasons plans that were put in place by the previous manager/commercial requirements) 2) PRE SEASON INTERVIEWS: Interviews whilst on Training Camps or Pre Season Tours – reflect on upcoming season or latest in-game transfer/football news. 3) TRANSFER IMPROVEMENTS: Clubs transfer activity is often impacted by other clubs Pre Season plans. (Club A has to wait for Club B to return from tour in China before continuing negotiations) Players arriving for medicals! In today's world, players jetting off around the world for a Pre Season/Mid Season medical is big news. (Player X arrives for Club A medical) or (Player X jets in for Club A medical) Would love to hear your thoughts, responses and/or feedback on these suggestions. Regards.
  3. There are too many injuries, and it's very easy to get hurt, and the injury is too long. It's very uncomfortable. And the penalty hit rate is a bit low. I hope the later version can be adjusted.
  4. Title says it all, I do enough scrolling in game, am popping back in here to get a short break from game. Any chance of a back to top button? Great forum btw, been member almost 6 years, only started posting this week and it's been great, thanks.
  5. I've played through half a season and tested different styles. It seems to me that most of the assists this year come from crosses, just like FM18. Whether it is central players drifting wide to put a ball in, an inside forward/winger cross, or a full back, every time. That and set pieces really seem to be working for me. I'd say 70-80% of assists so far come from crosses. I have seen screenshots from other players suggesting the same thing. I'd like to hear other players feedback before posting/moving to bugs.
  6. As ever, we'd love to hear your thoughts and first impressions of Football Manager Mobile 2018! All feedback and initial impressions can go in here, but do post any bugs in the bugs forum: Here As there have been big changes with both the database and tactics, we have a couple of separate feedback threads for those: Database: Here Tactics: Here We really hope you enjoy the game as much as we've enjoyed making it - and we look forward to hearing how you get on!
  7. We've implemented a totally new database system for Football Manager Mobile 2018, and we look forward to hearing what you think of it! Any surprises you've found, any missing players noticed, any suggestions for improvement. And, of course, how are you enjoying having up to twice the number of players? Let us know here.
  8. I'm a big fan of the FM series. However FMT 18 is basically a huge step backwards, reminding me of FMT/C 16 For reference: please see this post of mine on FM 16: So here's my thing. When you pay money for something, you expect that it is a finished product, unless specified otherwise. Games typically require patches and updates, that's fine. But nothing ever really gets fixed. Or, the things that do get fixed, eventually get messed up again. FM Touch 2017 for instance was quite good. A few flaws, sure, but.. nothing that would prompt me to write a post on here. FMT18 has more issues than a version from two years ago. Just look at the threads here and in the bugs forum. How is that acceptable? The UI is an absolute joke. I don't know if SI farms this out to another firm or whatever, or if it's done in-house but... whoever is doing the UI needs to either retire, or find another line of work. It's shockingly bad. One of the most infuriating things about FMT is the complete lack of synergy between the various screens we use. Adding to that, the amount of wasted space and clashing colors is laughable. FMT "dark" is a joke. But it's the least harsh on my eyes. Views still don't stick. This has been an issue for... years now? The new analysis portion of the tactics screen is bugged to hell. Instead of the proper functioning screen we get in the full version of FM 18, in FMT we're greeted with a pitch filled with bright red squares. The fix? You need to pull up the "filters" tab, and select (then de-select) "hide players on loan." And I only found that through trial and error. The game has put a huge emphasis on players being suited for certain roles and duties right? Well guess what? The mechanism used to display that is broken too! The little circles showing suitability still aren't fixed. It's February 4th 2018. The game was released in November '17. How is it even possible something so integral to the game isn't fixed? Of course the tactics screen is a mess (still), but what about in game? Don't get me started. Widgets are clunky and simply don't work well. Often times it's impossible to re-size them properly, and it's difficult to find any comfortable views. Removing the favored 2D-classic camera was a huge mistake too (and the FM community backlash has proven that). Do these issues prevent someone from playing the game? Of course not. But these ARE legitimate problems that remind me of 2016's release. That's never good when you're finding problems similar to two years prior. I genuinely believe SI have not released a proper game here. It feels rushed. It feels incomplete. And quite frankly, it's a huge letdown as a massive fan of the series in general. I do not have as much time for the full version as I'd like, and it's WAY too slow to be enjoyable anymore. The touch version re-ignited my interest in this series, but it has somehow gotten worse despite getting much better last year. SI, you need to do something or you will lose this customer, and many others. The sheer amount of bugs, glitches and UI issues = an unfinished product.
  9. So, we've revamped tactics. There's a lot more you can do, and a lot more the AI can do as well. Let us know what works for you, what doesn't. What's too effective and what we can improve. Is the game too easy or too hard? We've got lots of tweaking ahead I'm sure and want as much info as we can get...
  10. Just needing a bit of help regarding analysis of your team. On my team report analysis section it currently says that "10 of 33 goals against have come from the right side of the pitch" as a weakness. Does this mean that the goals are coming down the attacking team right side i.e. my left back, or they are coming from my right side of the pitch i.e. my RB? I want to make a tweak to amend it but not sure which side to change! Thanks in advance!
  11. I'm a big fan of Football Manager, I started playing at FM2014 and have owned all PC and Mobile versions since. I'm just gonna be giving my suggestions for PC only. 1) An improved engine - I feel that a new or improved version of the current engine is needed for better graphic fidelity and smoother / more natural looking animations. Don't get me wrong, animations were an improvement here, but graphics weren't so much of an improvement. 2) More types of tweets - I tend to see a lot of the same tweets, word for word, on the social media feed. I think there needs to be A LOT more variation just so it doesn't get old so quick. 3) More social media - I think the inclusion of the twitter style feed was super cool and would like to see another one maybe in similar fashion to instagram. Here is an example for how his could work: Manchester United sign a player like Kasper Dolberg. Too announce the signing a picture is posted of him holding or wearing the Man United kit and there's a little caption and hashtag or two. Then the player would also post something like this, as well as the league, and maybe fans too. 4) More User Friendly UI - I don't have many problems with the current way it is but I would like to see a redesigned UI that just flows better and is simpler to use. The current UI can be difficult to figure out for new players even with the hint system. 5) Licensing - I know it is expensive, but I need more than Everton and Watford licensed when I drop 60 USD on the game. 6) Better training system - Maybe something kinda like Fifa introduced in Fifa 16 except instead of 5 players, you can do the whole team. An example: You can watch the training, it would take 2-5 minutes. All players do the training they are set to do as well as a generalized team training. After it is done, you can view a training report and see which players had a good session, bad session, got hurt, improved, or worsened, etc. If you don't want to watch the training, a simulate button or automatic button or something should be there. 7) Better youth system - Growing youth players can be super super difficult. I'm not sure exactly what needs to be done to improve this but I do feel it could use a change. This is all I could think of for now. If you've got any ideas, post them.
  12. Just wondering out of interest if anyone has bought a laptop from the thread New Laptop/PC - Help Needed Can you please give feedback on the laptop/pc you bought based on the recommendations? If not - I'm sure this thread will simply disappear into the nether regions of the forums sub-pages.
  13. Hello! I'm returning to the series after quite a long absence (I think FM12 was the last one I properly invested any time in) and in that time a lot has changed when it comes to tactics. Therefore, I'm hoping I can get some help/advice/feedback on a tactic I'm trying to create, which has seen some success pre-season but is yet to be tested in a competitive match. The Jovanovic 4-3-3 As a real life Fulham fan, I adore the way we're playing this season under Jovanovic and would really like to recreate the tactic and style for my in-game Fulham team. We're playing some really free-flowing, attractive football (some pundits say the best in the league) where both fullbacks bomb forward to provide the width, 3 midfielders link the play and provide the creativity, and a front three of a right winger, a left inside forward and a striker provide the attacking play and most of the goals... although the midfield do tend to chip in occasionally too! We play a high defensive line, a quick passing tempo, and look to dominate possession in the oppositions half. To give you an idea of how successful the tactic has been IRL, here are a few stats relevant to this discussion (after 26 games in the championship): 2nd in the league for possession, with an average of 58.4% 1st in the league for shots, with 424, an average of 16.31 per game 2nd in the league for shots on target, with 134, an average of 5.15 per game 3rd in the league for goals scored, with 44, an average of 1.69 per game Have conceded 31 goals, which is an average of 1.19 per game, bettered only by 7 other teams 24th in the league for fouls committed, with 253, an average of 9.73 per game 1st in the league for corners, forcing 177, an average of 6.81 per game I would like to recreate something close to this in FM17. The team Jovanovic has assembled are very technical and creative, but really lack any sort of physical presence. Therefore, if I'm to use the players I have at my disposable then I really can only play the way we do IRL. Team Report & Overview All Positions Goalkeepers Defence Midfield Attack Physical Mental Technical First Eleven GK - David Button FB (R) - Denis Odoi CB (R) - Tomas Kalas CB (L) - Ragnar Sigudsson FB (L) - Scott Malone DM - Michael Essien I have just signed Essien as Scott Parker decided to retire at the end of July. W (R) - Neeskens Kebano CM (R) - Jozabed CM (L) - Lasse Vigen Christensen IF (L) - Floyd Ayite ST - Chris Martin Current Tactic Here is how I have my tactic currently set up... I only have individual player instructions set up on the goalkeeper and wingbacks... Originally I had the DM set as a vanilla Defensive Midfielder role as Scott Parker excelled in this role, and I was hoping to sign Poyet to fill his boots once he finally retired. However, Poyet opted for Rangers instead, and Parker retired much earlier than anticipated. I wanted to get somebody in of a similar ilk, and equally someone who could lead the team. Essien was available, so I thought why not. The only problem being that Essien isn't as accomplished as a DM, so I've had to switch the role to Anchor Man. I've also just managed to sign Momo Sissoko from Pane for 30k (!!) who can also play as an Anchor Man. Some things to note: IRL we play a high tempo game, but you'll notice in my Team Instructions I have this on a lower tempo. I've done this because when I've tried a higher tempo my Ass Man always complains that we're misplacing too passes. However, I would prefer to play with a higher tempo so any advice would be appreciated. IRL we play with 3 across the middle, with the middle CM dropping off the other two and staying deep. It's not technically a full on DM, as McDonald who tends to play there is more of a DLP, but who isn't afraid to get stuck in and help out defensively. I've gone with the triangle here for two reasons... 1) I'm unsure of the roles and whether or not if I put a DLP on Defend in the centre will he stay back deep enough and perform defensive duties as well as being a creative outlet? And 2) I've read in a few places that 3 in middle can become cramped and it's recommended to play a centre 3 in a triangle instead. Is this true? Ideally I'd prefer to play 3 in the centre like we do IRL. IRL we play Johansen on the left of the centre 3, who is more of a BWM. I don't have this in my current tactic because I need the creative outlet that is the AP on Support. However, if a DLP on Defend (as mentioned above) can be a creative outlet as well as providing the necessary defensive cover then I could put Johansen on the left. IRL we don't close down as often as I have it set here, but I've found that without this the opposition get way too much time on the ball. Is this normal? IRL we don't really "get stuck in", as per the fouls stat above, but as with closing down, by not having this option set, my players just give the opposition far too much time on the ball. Again, is this normal? Can it be worked around? Ideally, my ultimate tactic would look more like this... BWM: Stefan Johansen But as I've said above, I'm unsure whether or not the three roles are complimentary, whether or not there's enough space to play all three in the middle like that, and whether or not the DLP will provide enough defensive cover for the back two as the wingbacks bomb forward. So again, any help or advice on this would be greatly appreciated. Also, any Player Instructions that would be appropriate for these three roles. The Story Far I'm yet to play a competitive game, although Newcastle is up in a couple of days, so I don't really know how to interpret the results I've had thus far as they're only pre-season friendlies. Ignoring the first two games where I played the out-of-the-box 4-2-3-1 DM Wide, the results have been mixed. I recorded a solid win against ADO Den Haag, a dull draw against Almere, and lost to Sheffield Wednesday. I beat both Rushden and Halifax resoundingly, but then I'd expect that almost regardless of tactics. So I guess the only two relevant results at this point are ADO and Sheffield Wednesday. As you'll see in the shots below, I haven't consistently dominated possession, or really created enough CCCs. Results Almere ADO Den Haag Sheffield Wednesday Rushden Halifax Where I need Help I appreciate I've posted a ton of info and screenshots, but I reckon when asking for help and advice it's good to provide as much information as you can. So, here's where I'm stuck and would really like some help: In my current tactic, am I okay to play the Anchorman role instead of a DM? What are the differences between the two roles on the pitch? Should I be setting any specific Player Instructions? Can the midfield trio work in my ideal tactic? Does a DLP provide enough defensive cover, and are a BWM support, DLP defend, and AP attack complimentary? If so, are there any Player Instructions I should be using for the BWM and DLP? How can I play a higher tempo game without my Ass Man complaining about misplaced passes? Is Control the correct Mentality to use for this type of tactic? I'd much prefer to reduce the Closing Down, and remove the Get Stuck In options but when they're not applied my players simply don't attempt to retrieve the ball. How can I fix this? Plus I'm sure there's a ton of other stuff I've missed that you may be able to give feedback on based on the screenshot and info above, or even you're own knowledge of how FFC play IRL and how that can be translated into FM. Thanks!
  14. Hey I got a problem in the match screen, some of the match informations windows you can put on a 3D game is gone, in the start in was my assistents feedback window that dissapered, I thought this could be becocuse i didn't have a coach for the lower team so he wasn't whit me at the game, later on, the window with the league standing dissappered, then i knew there was a mistake. I have tryed some diffrent stuff to make this better, etc. i have tried reinstalling the game, i have tried to start a new game, and now i just don't know how to fix this.
  15. I´ve been in 2th place the whole season but i have dropped to 3rd now and i really need some tactical genius here to help me out by analysing what went wrong. I am playing with Man u and there expectation is to finish 1st if i don´t finish 1 or at least 2 i am afraid i will lose my job. i will attach two pkm´s here from the games i lost: Manchester United v Leicester www.pkm Sunderland v Manchester United www.pkm
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