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Football Manager 2016 Out Now - Official Feedback Thread


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You are aware on the tactics screen you can collapse the pitch view and pick your team from just your list of players?

Also, you can pick the team directly from the squad screen like you could do in older versions.

All of which has zero to do with what he was talking about.

I feel myself agreeing with the niggling complaints about the ME, or more specifically the GE representing the ME.

The engine has stood up well, but the old animation quirks are starting to have a detrimental effect in immersion ( in 3d anyway). Fullbacks aside i think the ME is now a decent approximation of football and a lot of perceived issues are coming from how poorly the ME is prrsented to the user.

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Hehe you are creating 5 ccc, they still say that its your tactics that fails ;x come on guys, get real.

Im sure the guys at SI are doing a great job to fix it, but those users/mods are frustrating when they are yelling that the game is great and there is no need for a patch.

Shutting the nonsense down that there would be a bias towards AI teams isn't saying the game is great, it is stopping that nonsense from spreading though. And nonsense it is. Overall finishing is fairly accurate, same as a really great player can outfinish the AI. The average conversion is 1 in 10 shots give or take and one in three goals on target. Therefore suggesting there would be a huge issue with general finishing is obviously wrong too. The CCC stat as usual doesn't do the game any much favors, in the end its loads of different finishes still and some easier to finish off than others, inherently. The CCC also is prone to pick up on lot of stuff that isn't, which is also a huge flaw of the game. Add to this the common misconception that one on ones would be like guaranteed sitters, when from open play the keeper is typically more likely to keep it (about one in three of those should be converted if the game were accurate), and it's the same as always. In some ways the much more aggressive d-line on aggressive settings, with them visibly retreating a good deal later than previously and the improved play on the break could cause a revival for FM 2016 though.

Recent versions even added feedback in the team report pages. It's not uncommon for AI sides to finish less than one in ten shots. What typically happens, I think Loversleaper already posted this, is that AI teams very readily for prolonged series of a match play a very strict game of added safety, put it that way. It's not uncommon that you will see both wide defenders on defend duty plus an anchor man, which means it's always 5 or 6 players staying behind the ball when the rest of the team (the one in white here) moves forward. Not once has a centre back or anyone have to leave position due to a supporting or attacking fullback running down the lines and being out of position when the move breaks down

, and due to the side also dropping deep rather than aggressively pushing up, that's tough to break down. This happens in all of the matches in the game world, as there's a a more openly attacking favorite and an underdog in each AI match too. That's such simple football logics, far easier to convert in open spaces rather than when there isn't none. Those teams strictly keep their shape and won't ever be caught by an easy ball over the top either. From experience human players tend to play reasoanbly aggressive 90 minutes throughout no matter the scoreline or opponent, compared to the AI anyways. Playing the game online against human managers this becomes all the more apparent.

Could be argued though that this happens far too frequently and readily, how often do you see sides playing that cautiously in real football for such long spells of a match? In FM it's a comparably frequent occurance, in particular if a side is heavy favourite (the match odds are always a clue). The clue is recognizing though that the AI plays matches dynamically, reacting to scorelines and expectations it had prior to a game, and it can start out like that when it's still a draw, and open all up when it's ten minutes to go and a goal away from a draw. Doesn't matter if previously it only had one shot all match on target, pushing a much higher number of players up from the 80 minutes mark means they might make it a turnaround still, what previously was reflected in the match stats is completely pointless without looking at such context. Aside of that football, in FM too ain't simple maths. There's always play in behind the numbers, plus in football only in just about 70% of all matches the side getting more attempts actually goes to win the match. It's quite a funny sports, actually.

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I'd settle for defenders who actually make an effort to move towards the ball and kick it away.

Neither tactics, mentality settings, player conversations, nor attributes hidden or otherwise should effect a players ability to run towards and attempt to clear a ball in their own area.

How does a player decide to run forward & clear a ball IRL?

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How does a player decide to run forward & clear a ball IRL?

Instinct?

Obviously it's pretty hard to code instinctive reaction hence the reliance on tactical set-ups, but I don't think many would deny there are some pretty glaring player reaction issues when it comes to defending.

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Instinct?

Obviously it's pretty hard to code instinctive reaction hence the reliance on tactical set-ups, but I don't think many would deny there are some pretty glaring player reaction issues when it comes to defending.

Instinct is simply attributes like any other RL decision.

Any decisions players take IRL FM tries to break down into something that can be coded whether that be a viewable attribute or a hidden one. On top of that players try to follow instructions given by the manager. Obviously its not easy to code but in general I think FM does an excellent job.

You do get occasions where it looks a little odd and IMO it tends to be down to either duties or indecision by the player. It can always be uploaded for SI to review but indecision happens IRL as well so can be subjective.

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Instinct?

Obviously it's pretty hard to code instinctive reaction hence the reliance on tactical set-ups, but I don't think many would deny there are some pretty glaring player reaction issues when it comes to defending.

Actually programmed "instinct/common sense" seems one of the more frequent causes of player frustration: a centre back, despite being told to "close down" less etc. stepping up to close down the ball carrier and opening easy passing channels past his partners thus. This happens every time when there is no cover/man in front of them anymore to deal with the threat instead. In some set-ups, such as a 4-4-2 this is part of the deal to a degree, as centrally in front of them there's but the two central midfielders. [FM places additional burden on the two central mids by making the two forwards not get in behind the ball and providing defensive dupport without specific marking, but that's another thing.] In others, like the 4-2-3-1 it's "encouraged" to happen by giving one of the two central mids a job and duty that sees him pushing forward and out of position. Also note the video already posted above,

. Such typically has a card house effect, if you look closely, this means open space centrally and another player trying to plug in the gap etc. also seen in the video, generally players being dragged all over positions.

Apart of assigning player specific marking duties, there's imo nothing in the game that overrides "common sense" or instinct. Therefore worrying about it or trying to microtweak individual error out of players is often a waste of time. At the very least, you can massively overcomplicate right here. You can deal with the causes, not the symptoms sometimes, for instance, if you notice that a defender places too many easy balls in the foot of an opposing attacker pressing and putting him under pressure, by not as aggressively insisting on all the "build from the back" kind of instructions in particular against an AI opponent who aggressively pushes up. It's not that it makes players morons and robots, however a very heavy bias towards short passes makes them prefer to play short balls sometimes even under heavy pressure and when there's multiple forwards high up the pitch in space and a ready outlet for a simple clearance ball. But then without that kind of added risk on occasion, it would be not an option to consider but a bonus to be picked.

There is even a player specific move or PPM players can have or gain by training, slightly encouraging it, it is called "Tries to play out of trouble" (instead of simply clearing the lines, SI could have added). Naturally as games in FM tend to be very low scoring affairs too besides there being hundreds of passes and dozens attempt a match each, it is frustrating when ties are settled by such occurances where "individual error" is rather "bug" outright or when the two mix, but that's another topic. Specific marking orders however kick in the moment the opponent kicks the ball and ends the moment your own side regains it. It is followed no matter what, and there's absolutely a place for it, but it needs to be applied with caution. On a previous release I accidentally had one of two guys providing cover and staying back on attacking corners also assigned to a specific marking job on one of the opposing midfielders. Common sense would dictate that he can't just leave his colleague alone when the corner comes to nothing, the opponent regains the ball and attempts to hit you on the occuring break,

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You are aware on the tactics screen you can collapse the pitch view and pick your team from just your list of players?

Also, you can pick the team directly from the squad screen like you could do in older versions.

If you read the following posts, you'd be aware that I was referring to the team instructions section. Have a nice day.

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Please remove tutor restrictions. Who decides on how important the players is within the squad? Signed a player on rotation or backup and the game tell me he can't tutor as his important is too low? Same goes for players already in my team. Rotation players for a few years and suddenly they can't tutor? Also can my personal assistant shut up about my subscription? I reject his advise every few days its so annoying.

Is it possible to have a all time competitive appearance and goals for my club? Not only league appearance.

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I've upgraded my youth and training facilities to "top". There's no option to upgrade to "state of the art". Has this been changed now so the "top facilities" is the best? Or is something else the reason? I'm playing with Everton.

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Please remove tutor restrictions. Who decides on how important the players is within the squad? Signed a player on rotation or backup and the game tell me he can't tutor as his important is too low? Same goes for players already in my team. Rotation players for a few years and suddenly they can't tutor? Also can my personal assistant shut up about my subscription? I reject his advise every few days its so annoying.

Is it possible to have a all time competitive appearance and goals for my club? Not only league appearance.

I agree with the tutor restrictions. Mikel Arteta has only made a handful of appearances for me in my second season, but he's still my club captain - surely that is senior / important enough to tutor younger players in their development. He's also a coach now, which makes the 'not important enough' even harder to comprehend.

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Yep, this was on Twitter a while ago:

Miles Jacobson ‏@milesSI 28m28 minutes ago

Updates coming today for #FM16 and #FMT16 - we don't know what times yet, but @FootballManager will announce when they are each live.

Yes! Now my tactic that relies on a lot of wing play will finally become less effective.

Oh.... damn :D

In all likelyhood my tactics won't be affected much byt any ME changes, if they are an adjustment or two should sort it out I'll just have to watch a match or two in more full.

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