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If SI only overhaul one section of FM for FM15, what would you choose?


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Mine would be the non-staff side of the game. AI clubs seem to employ the same old names over and over again. I would love to see more players making the move into management at the clubs they are at. also more internal appointments (ass man becoming boss etc)

What would everyone else choose?

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That's a good one SuperJack, (deffo needs work), but is it the highest priority? No I don't think so.

I would suggest that "Grey players" is an area that needs a lot of work. Initially when you say that you think that it won't impact on many saves so is it a big deal? Well actually yes it is because of German National team issues, but also because of the way that lots of people play FM now.

Player match ratings has been not up to scratch for... well as long as I can remember. It's a big job, but I think it's important and needs to be looked at it great depth.

Penalties obviously just don't work at all. I don't think anyone, (even SI), knows what determines if a pen is going to be scored/saved/missed target or whatever. It's just seems almost random at the moment. My GK's can stroke them home but Messi can't?

If I had to pick just one then I think I would go for match ratings simpply because it impacts on so many other areas of the game.

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Yes match ratings are definately in need of a revamp. I just cannot get my BWM and DLP to perform higher than a 7.0.

Goals / O.G's seem to be the biggest point when it comes to match ratings. Of course a striker will get MotM if he bags an hat-trick but what about the BWM who kept the opposing Mid/Att in his back pocket all game? Never get a sniff of MotM.

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Bidding for players that are just not going to move (although interested).

Needs a 2nd level (after not interested) to say that this player is not for sale unless offered bla bla bla.

Too much unessary frustration of having gone through hiding "unrealistic transfers" to then get a list of players that then take umpteen bids and then to still not even get them as offer still not accepted.

I mean why even have a valuation of a player at x mil when they just dont even go for say 2x mil or even 4x.

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Bidding for players that are just not going to move (although interested).

Needs a 2nd level (after not interested) to say that this player is not for sale unless offered bla bla bla.

Too much unessary frustration of having gone through hiding "unrealistic transfers" to then get a list of players that then take umpteen bids and then to still not even get them as offer still not accepted.

I mean why even have a valuation of a player at x mil when they just dont even go for say 2x mil or even 4x.

No.

The value is an estimate based on things like reputation and contract duration.

It doesn't mean market value, which is what someone is willing to pay or what owning club would accept. This would fluctuate wildly every day, especially during windows.

"Unrealistic transfers" filter is on the part of the player, not the club.

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It would be hard to pick only one, but I would go for better feedback on tactics, and better description of roles, mentalities, philosophies, player insctructions etc... in game. Not like million times mentioned, to have to read 3rd party blogs in order to understand the engine.

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International Management. Just too many features missing (ability to talk to dual internationals to get them to choose a country, tactic training, FIFA match days etc.)

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100% the media side.

Tedious, repetitive press conferences.

Inability to feud with another manager (why did they remove that feature?)

Mentioning 'humiliating climbdowns' in international management.

In fact all the Interman stuff.

But the most important one... by a huge margin :

THE BOARD TELLING ME TO FOCUS ON FUTURE CHALLENGES

I hate that. I've won all 7 things I entered. There are NO future challenges.

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media should just be taken out or simplified IMHO. I can click through a press conf without even looking at the questions because i know them all off by heart.

It's a tedious feature even for the avid FM fans.

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AI squad building. I'm so bored of seeing lower league teams that can barely manage to field a team of senior players, and top teams with small squads that can't afford to send players out on loan. Virtually impossible to get right as a tiny change can have massive consequences as the years roll by, but the current games have no challenge long term as the player can field a squad that the AI has no chance of matching. You have to resort to stuff like Dafuge's challenge or handicapping yourself by only developing youngster from your own academy to give the AI a chance.

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Manager promises

Star striker: "I want to leave"

Manager: "I shall win the league this year please stay"

Star striker: "Okay i shall stay if we win the league"

Tuesday 15th June news - You team win the league

15th June afternoon - Star striker wants to transfer due to not meeting promise

WHAAA!!!

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media should just be taken out or simplified IMHO. I can click through a press conf without even looking at the questions because i know them all off by heart.

It's a tedious feature even for the avid FM fans.

I'd hate it to be done away with completely, but it could do with some work. Needs to be more in depth.

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From only playing the demo my no1 hate at the moment is "your midfield is being overrun by the opposition" or words to that effect - I have had that message in practically every game, even the game where I kept the ball practically permanently in the opponents half of the field. Also I think the possession slider is very inaccurate as well, it doesnt seem to reflect very well the degree of possession you have at all.

But most importantly peoples faces - where the heck are they all? Everyone in the game should have a face even the 'made up' people should have faces. For a football game to not show all the people involved is pretty criminal. I know there must be a fair few of them but the devs must be making a fortune on this game - you telling me they cant employ five people for a year responsible for nothing but assigning faces to people in the game?

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I'd like them to redo the training system, it feels too restrictive. I'd like to be able to choose day by day training, and even down to choosing the time and length of a session; which would allow us much more control over how our team trains.

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Manager promises

Star striker: "I want to leave"

Manager: "I shall win the league this year please stay"

Star striker: "Okay i shall stay if we win the league"

Tuesday 15th June news - You team win the league

15th June afternoon - Star striker wants to transfer due to not meeting promise

WHAAA!!!

gottta love this game^^

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Everything involving talking to your players needs a gigantic revamp. Toss-up between that and media interaction but player interaction has more potential imo.

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Either transfer market logic/behaviour, improving the balance and variety of in-game goal types, or suppressing the all-too-dominant effect of bad form. I'll pick goal types, but any of those three would be a big improvement for my fun factor.

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Trainig. It is so bland and un interesting when irl this would be the main part of your day to day managment. Would like to see more options like specific drills and specialised finishing training, or attack V defence games that could be played out in the ME so you can take a good look at how both sides work.

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The transfer values of players & reputation needs a massive overhaul. I've had Billy Sharp scoring 30+ goals in a premier league season still only being worth £2.5m and not getting a look in at England level despite being the nations leading scorer year on year. It appears he has a capped repuation (or something similar) that means no matter how well he plays he is never considered any better than a Championship striker.

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the transfer system . It's awful at the moment , everything about it doesn't work well enough . Player value's need tweaking but the main problem is when buying or selling players.

The rules the AI uses to govern transfers is just to simplistic and seems broken . You either buy someone on the cheap who is transferred or they are not for sale and the AI turns down 80 million bids for someone worth 15 , ludicrous. I once had a 60 million bid for jack grealish turned down when he was worh 2.5 million , I got him for 12 million 3 months later , it's utterly broken. You have mediocre clubs in financial trouble turning down 80 million bids for someone worth 15m and then selling them for 15 a few months later.

What's worse is as soon as the AI bids for a player the price plummets. You bid 80 million in November they turn it down then the AI bids 25 million a month later and you can get them for 25 million , pretty silly and pathetic.

It's bad from a gameplay perspective and utter nonsense from a realism perspective.

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The loan system could do with an overhaul, it may be just my game but my youth players ability never increases when they go on loan so the only way to get them to their potential is to keep them at the club.

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Would have to say international management. Feels like the illegitemate child that got left on the orphanage's doorstep.

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The reputation system.

It's way too rigid and "foreseeable" now... AI clubs base almost all their transfers (and selection) activity on an unbalanced mix of CA-PA and Reputation.

That's the reason for:

a) plenty of perfectly good players rot on the free agents list because they won't join the clubs that could use them (club rep too low) and the clubs they'd sign for aren't interested in them (players' CA/rep too low compared to the club's rep)

b) AI sides splashing money on unproven youngsters or on "decent 20yo prospect" regardless of their current skills, just because scouts can "see" PA... and if it's high enough, the player is labeled as hot prospect even if he's 20 and is barely Championship level

c) Performances mean diddly-squat to scouts and managers... 130CA striker who bags 20 goals per season gets a 2M offer, at best. 110CA/160PA 18yo kid who hasn't played a single senior game can attract offers up to 5M just because of his "hidden" PA value.

Those three aspects have a huge impact on how poorly the AI builds its sides and also give the human player a sizeable advantage because he can sign plenty of quality players for free while selling barely decent prospect for good money.

Basically as soon as the gameworld has enough newgens with "flawed" personalities/attributes, the AI loses its plot, overwhelmed by those 175PA kids who will never ever make it big, but the AI personnel get blinded by that magical number and ignore the often glaring flaws in the players' attributes distribution.

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My favourite example of that was a high PA player who was natural at AMC but no other positions, bounced between 12 different clubs, each paying £10m+ each time, and none of the clubs ever actually played him in any games. Some clubs like Barca bought him twice. Was hilarious watching big clubs fighting over him every single transfer window, and nobody even playing him.

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Multi-threading.

This!

It's all about "optimisation", "optimisation", "optimisation"!

I have a I5 2500k with 8GB RAM and It doesn't feel like FM is using the full power of my machine.

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The reputation system.

It's way too rigid and "foreseeable" now... AI clubs base almost all their transfers (and selection) activity on an unbalanced mix of CA-PA and Reputation.

That's the reason for:

a) plenty of perfectly good players rot on the free agents list because they won't join the clubs that could use them (club rep too low) and the clubs they'd sign for aren't interested in them (players' CA/rep too low compared to the club's rep)

b) AI sides splashing money on unproven youngsters or on "decent 20yo prospect" regardless of their current skills, just because scouts can "see" PA... and if it's high enough, the player is labeled as hot prospect even if he's 20 and is barely Championship level

c) Performances mean diddly-squat to scouts and managers... 130CA striker who bags 20 goals per season gets a 2M offer, at best. 110CA/160PA 18yo kid who hasn't played a single senior game can attract offers up to 5M just because of his "hidden" PA value.

Those three aspects have a huge impact on how poorly the AI builds its sides and also give the human player a sizeable advantage because he can sign plenty of quality players for free while selling barely decent prospect for good money.

Basically as soon as the gameworld has enough newgens with "flawed" personalities/attributes, the AI loses its plot, overwhelmed by those 175PA kids who will never ever make it big, but the AI personnel get blinded by that magical number and ignore the often glaring flaws in the players' attributes distribution.

Came in to post exactly the same. The clunky short cut of using (admittedly in my perception) simplistic decision making rules based on reputation, CA & PA renders a lot of the AI both for teams and players unrealistic and makes the squad building side of the game too easy. It's also a big part of why I can quite often be pushed for the first half of the season but tend to pull away over the second; the AI is simply not as good at rotating players sensibly and having a good enough squad to cope with injuries and fatigue, even if their first XI may be about as good as mine. I would like the game to try and incorporate much more situational based decision making, essentially trying to simulate how humans think instead of rigid rules.

I know this would probably increase the processing required by an order of magnitude. But my personal preference would be for a smaller gameworld, excellently simulated (eg 3 active leagues), rather than a wide gameworld that's literally full of irrational decisions by teams & players.

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Multi-threading.

This is good too. Boggles the mind that any game doesn't have this. And the ability to use the full range of 64-bit systems.

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The Tactical Interface and Feedback. The sudden surge this year in people struggling with the game is not because the game has become harder, but because the purpose and function of the complex array of tools that we have out our disposal are not being explained, causing a disconnect between what managers are trying to do and what the game actually interprets their instructions as. You should succeed or fail based on good or bad tactical decisions, not based on the ability or inability to communicate those decisions.

At the moment, it is not up to the job it needs to be doing. A user needs to be able to come in and communicate with the team how he wants them to play, and see that reflected in what happens on the pitch. If the decisions are bad or unsuitable ones for whatever reason, the Assistant Manager or coaches need to be saying "Hey, boss, just a thought, but that causes this issue". But right now, too many managers are setting up tactics with huge holes that their coaching team are not pointing out due to a lack of understanding as to how the game is interpreting their instructions.

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Set pieces.

Something like 1/3 of the goals scored in my matches are from set pieces, and I have very little control over them (both offensively and defensively, especially defensively). They are too important to have so little control over them.

Having said that, I am not sure how set pieces can be fixed easily. At the very least, open play tactical instructions (TI, PI and OI) should not carry over to set piece situations.

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FM does make use of multiple cpu cores & will use hyper-threading for cpu intensive match calculations.

Wow, this is great and definitely my mistake! Previous posts I had seen had never confirmed hyper-threading or 64-bit capability. So I can now assume that both of these are realities?

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The Tactical Interface and Feedback. The sudden surge this year in people struggling with the game is not because the game has become harder, but because the purpose and function of the complex array of tools that we have out our disposal are not being explained, causing a disconnect between what managers are trying to do and what the game actually interprets their instructions as. You should succeed or fail based on good or bad tactical decisions, not based on the ability or inability to communicate those decisions.

At the moment, it is not up to the job it needs to be doing. A user needs to be able to come in and communicate with the team how he wants them to play, and see that reflected in what happens on the pitch. If the decisions are bad or unsuitable ones for whatever reason, the Assistant Manager or coaches need to be saying "Hey, boss, just a thought, but that causes this issue". But right now, too many managers are setting up tactics with huge holes that their coaching team are not pointing out due to a lack of understanding as to how the game is interpreting their instructions.

This.

Tactical interface and documentation needs redoing. Not fit for purpose as things stand imo.

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The reputation system.

It's way too rigid and "foreseeable" now... AI clubs base almost all their transfers (and selection) activity on an unbalanced mix of CA-PA and Reputation.

That's the reason for:

a) plenty of perfectly good players rot on the free agents list because they won't join the clubs that could use them (club rep too low) and the clubs they'd sign for aren't interested in them (players' CA/rep too low compared to the club's rep)

b) AI sides splashing money on unproven youngsters or on "decent 20yo prospect" regardless of their current skills, just because scouts can "see" PA... and if it's high enough, the player is labeled as hot prospect even if he's 20 and is barely Championship level

c) Performances mean diddly-squat to scouts and managers... 130CA striker who bags 20 goals per season gets a 2M offer, at best. 110CA/160PA 18yo kid who hasn't played a single senior game can attract offers up to 5M just because of his "hidden" PA value.

Those three aspects have a huge impact on how poorly the AI builds its sides and also give the human player a sizeable advantage because he can sign plenty of quality players for free while selling barely decent prospect for good money.

Basically as soon as the gameworld has enough newgens with "flawed" personalities/attributes, the AI loses its plot, overwhelmed by those 175PA kids who will never ever make it big, but the AI personnel get blinded by that magical number and ignore the often glaring flaws in the players' attributes distribution.

Have been posting something similar for quite sometime in the Wishlist thread. AI squad building has always bugged me, and recently I've been getting absurd offers for my youth prospects. I sold a 16 year old att midfielder for 7 million, without him playing in a single first team match, as well as a fifteen year old for about 1 mil.

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I agree that the most pressing issue is the AI squad building, including the transfer system.

Not only are they not buying the right kind of player, they are not selling and buying enough players overall. I have previously suggested that the AI employs a rigid one-out-one-in system with an enforced minimum number of transactions each window. This might seem a step back at first, but I believe it is possible to make it work in tandem with a good decision-making system. As it is now, the AI will rather hold on to the players it's got than trying to sign new ones. This drives the prices up unnecessarily, further strengthening the issue (they give up too easily).

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I have previously suggested that the AI employs a rigid one-out-one-in system with an enforced minimum number of transactions each window

What an utterly awful idea.

AI squad building does need improved, but setting rigid limits on numbers of players in and out is not the way forward. At all.

The problem with it is that everyone loads up different database sizes and different amounts of leagues loaded. This has a massive influence on how squads are built and rebuilt throughout the game world. I try to balance it as much as possible, and it works well enough, but I agree, there needs to be improvements.

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What an utterly awful idea.

AI squad building does need improved, but setting rigid limits on numbers of players in and out is not the way forward. At all.

The problem with it is that everyone loads up different database sizes and different amounts of leagues loaded. This has a massive influence on how squads are built and rebuilt throughout the game world. I try to balance it as much as possible, and it works well enough, but I agree, there needs to be improvements.

How would the database size affect this? Clubs with no real players won't do anything. If they have 1-2 real players they will have a chance of continuing to do so. Is it really that much better to have an utterly stagnant transfer market like it is now?

The game has had complaints about AI clubs having aging squads after 5-10 seasons for ages. In real life it is only a rare exception that any player stays at a club their whole career. Usually they move about a bit. In FM this is not reflected at all - the AI continues to use their current players until they get arthritis or dementia. Why? Because they do not use their transfer budget every season. Why not? Because they don't decide which player is going to leave before they "look for" a replacement.

The real question is; can artificial intelligence ever be intelligent enough to compete with humans regarding the arbitrary decision to replace a player that is happy and playing well?

The answer is; no.

Therefore, the solution is to mimic human behaviour with under-the-hood robotic behaviour. Forcing the AI to make that decision may be "an utterly awful idea", but it is sadly the only one that will ever function.

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I agree that the most pressing issue is the AI squad building, including the transfer system.

Not only are they not buying the right kind of player, they are not selling and buying enough players overall. I have previously suggested that the AI employs a rigid one-out-one-in system with an enforced minimum number of transactions each window. This might seem a step back at first, but I believe it is possible to make it work in tandem with a good decision-making system. As it is now, the AI will rather hold on to the players it's got than trying to sign new ones. This drives the prices up unnecessarily, further strengthening the issue (they give up too easily).

Can't agree with this mate. Sorry.

Rigidity might seem like a good stop-gap, but that's all it is. We need to be setting our targets higher.

I completely agree that it's not right at the moment, but one of the things I love about FM14 is the multitude of different styles and formations that are available to the AI in terms of tactical options. In my view, the sort of rigidity might impact negatively on that. By all means improve the current system, but don't let's create a poorer ideal system and then encase it in an iron box.

they are not selling and buying enough players overall.

This is just wrong.

I'm in 2032.

Inter.

Paid cash for 11 players this season and signed 2 more on a free. (Amounting to £120M)

Sold 7 players fro cash and released 3 more on a free. (Amounting to £72.6M)

AC.

Paid cash for 8 players. (Amounting to £68.14M).

Sold 7 players for cash and released 9 more. (Amounting to £45.69M)

Juve.

Paid cash for 5 players. (Amounting to £86.65M)

Sold 5 players for cash and released 6 more. (Amounting to £11M).

I have just picked out the 3 clubs sitting 2nd, 3rd and 4th in the league. They are typical of Italian clubs in my game in 2032.

Using just AI managed Inter as an example, this is the number of players they have bought each season, (for cash). Loans and free-signings not counted.

9, 26, 20, 15, 19, 13, 9, 9, 13, 6, 8, 7, 5, 7, 14, 6, 5, 9, 11.

Some of the early figures are skewed by large numbers of co-ownership deals but in each season there were at least 4 non-co-ownership cash purchases made by the club.

Inter are pretty typical of Serie A clubs. I would guess that selling players will be similar, but let's have a look.

1, 11, 21, 12, 12, 15, 9, 6, 10, 6, 7, 4, 4, 4, 7, 7, 5, 2, 7,

By all means suggest that the AI is not I enough in this area, but to suggest that they are not doing enough deals it just wrong.

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