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saiyaman

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Posts posted by saiyaman

  1. 5 minutes ago, Rodrigogc said:

    Do you use the standard role, without any Individual instructions ? Tactics with wingers cutting inside or running down the flanks ?

    I think my tactic should give a better context.

    In order to maximize the times my AMC can attempt through balls, I play two Inside Forwards on Attack with the Advanced Forward. My midfield is a Box to Box (Worst case Deep lying playmaker) who also benefits

    Also my tactical instructions are simple: Pass Into Space, Work Ball inside the box with a low tempo. And little to no individual instructions.

  2. 6 minutes ago, Rodrigogc said:

    I've been obssessed about the number 10 as well. I got my 10 AMC to perform numerous times, usually playing 4231, but even though he was scoring and assisting, it wasn't the way I expected. I'm talking about the final through/threaded passes around the opposition area. Almost never happens. 

    I have the same tactic since FM14 and I've had success with a Advanced Playmaker (S/A). Usually a Advanced Forward in front.

    I look for Composure, Decisions, Vision, Anticipation, Technique, Passing and accept mediocre attributes in others. Good flair and other physicals are a bonus along with "Tries killer balls often"

  3. 1 minute ago, herne79 said:

    But, so long as you actually manage your team through a season, without holidaying or skipping matches, it is perfectly possible to do what you say is impossible.  Not all the time or with just any club, because the tactics are not plug n play and will require additional tinkering, but they can work.

    I agree (and have previously said) about how are new players supposed to then move on and adapt, but that is primarily down to the poor in game information and a steep learning curve.

    This is an excellent point and is something I've experienced when I took the lazy way out: Putting the match on lower highlights being overconfident and got punished by tactical changes and subs from the opposing team.

    If you want to give yourself the best chance of winning, make sure you have match highlights on extended at the minimum. You need to see what is going wrong leading to a chance not be satisfied with what caused the goal.

  4. 1 minute ago, Rodrigogc said:

    Yes, that's the point. Defenders are stupid. Running away, heading the ball away without any pressing, Goalkeepers touching the ball away to his own corner, players not closing down space, passive defending in set pieces...

    That is why catenaccio and park the bus don't work, because the ME has got major flaws when in comes to defending. 

    I'm not sure how many would agree with me but I consider Park the Bus and Gegenpressing to be extremes on the opposite ends.

    Both are high level intensity, high pressure and very risky to have them be played for 90 minutes

  5. 5 minutes ago, Rodrigogc said:

    But it should be the other way around. Finding players with physicals and mentals to play defensive football is easier than finding players with technicals, mentals and physicals to play attacking football. To defend you don't need technical attributes. Why is it harder than to attack ? 

    The very reason why the highest paid footballers are attackers is pretty obvious. It is hard to play attacking style, but no in FM. I play Fulham, Adama traore has got stupid technical and mental attributes, still rules EPL. 

    These attributes you said, you can find players with good determination, work rate, concentration in Italian Calcio Serie B. Can you find Vinicius Junior, De Bruyne, Salah anywhere ? No. Why is it so easy to attack them ? 

    Every winger with good physicals rule FM, see how Dembele performs in the game. 

    I think there is a problem in the match engine where defensive play is not represented to the extent where it is good. I've seen defenders running away from the ball sometimes. It's probably a bug which allows more attackers to be free.

      

    1 minute ago, Muja said:

    But all the tests in FM Arena are done with all the players with the same attributes.
    And they try to isolate other variables as much as possible, by freezing morale, happiness, fitness, and so on.
    It's not a perfect science, but it's enough to give you a general feeling.

    And I did my own tests on top of that, testing specific styles with very specific players.

    I do lots of tests. My real obsession is the number 10 position, still haven't found a way to make it work the way I'd like.

    I'm not sure how much RNG is coded into FM because Football in real life can mean you being on good form and considered the top player in the world only to go on a bad run of games.

  6. I'm late to this but I want to add that as much as people put tactics on a pedestal, it's half the job.

    Taking the example of park the bus there are a lot more factors which come into play.

    There are other factors like attributes:

    * Concentration (How well the player stays alert when parking the bus)

    * Work Rate (Does he even keep working till the end?) plus does he have the Stamina to do the job
    * Determination (How badly he reacts to negativity like conceding a goal)

    All of that is for one player and I've not even mentioned Marking, Tackling, Positioning. This is for one player. If you take that and apply for all players, the amount of things which can go wrong is way more than you think.

    Then you've got the hidden attributes, Morale, Form, mindset with team talk. If you have risky tactical instructions on top of that a team will crumble like they're nothing.

     

     

  7. 3 hours ago, moriartysb28 said:

    why so late winter update? If I worked alone, I would complete the roster updates.

     While free modders and people working in their spare time do a good job, there's also the additional aspect which people forget: SI has accountability since they release a paid product and have to support the patch which is released. Something which free modders won't have to worry about.

    21 hours ago, forameuss said:

    That's just a cop-out though.  You always have another option.  This isn't a human right product, or something that anyone has to have.  You can freely try the product prior to buying - something which SI deserve slight credit for given every other developer seems to have completely abandoned the practice - so if you try and think it isn't worth the money, then you're welcome to still buy because of some lack of willpower or whatever, but you kind of forfeit the right to complain about how "it's been going on for years now" when you're part of the reason why it is.  If you really want change, you need to actually do something about it, otherwise, like you say, you're giving the thumbs up, implicit approval in what SI are doing.  Why would they change then?

    The text in bold is completely untrue. While you are right about the other aspects you've indicated in your post, you are objectively wrong for stating that a person who spent their money forfeits the right to complain about a bad product. (Now whether it's bad or good is entirely up to their subjective opinion)

    Even if they did buy it with little self control the fact is it's their money and it's not your product. SI haven't had a stance of "don't complain if you buy it", they invite feedback. Your stance is wrong.

  8. 6 hours ago, Rashidi said:

    I am not a big fan of using average xG


     

    I want to take this further and add that xG as a concept itself is a meme.

    Ever since I found out about xG I understood that it was a glorified form of you and your friend watching your favourite team lose after creating good chances and then having the conversation of "MAN we should have won that game if we scored from those 4 chances". Yeah every man and his dog knows that.

    Honestly I'm not sure why it is a important factor in football. If anyone's wanting to get better in the game, I would ask you to watch your chances and decide whether it was a good chance and also look at whether the person who was supposed to score is having a good game or on poor form.

    There's a good reason why only some players are capable of turning half chances into clear cut chances.

  9. 1 minute ago, wazza said:

    The corner takers are set by your assistant based upon weather you are using inswingers or outswingers - If you are using an Inswinger corners on the Left hand side - right footed players will be used and on the Right hand side Left footed players used.  

    The only feedback I have on this is that you can no longer set different set piece instructions for the left hand side and right hand side with the same routine and you can only train 3 corners where on previous versions you could train 6 - 3 on the left and 3 on the right,

    My issue is with the 3 corner routine.  Routine 1 set as inswinger to near post I have a Right footed decent corner taker 13 attribute or more on the left hand side - however I have to stay with the same routine for the Left hand side ie inswinger near post, but I have no decent Left footed corner taker only decent right footed ones.  I therefore I wanted to change this to be to Routine 1 inswinger rhs near post left hand side but on the right hand side change it to Routine 1 outswinger to suit the corner taker that can be used on this side.  However the game wont let me as it changes to outswinger for both Routine 1. That is my only gripe with the new set piece creator.

    I should have done more research on this. Thanks for explaining.

  10. Just now, Jack Joyce said:

    1. I think will be determined by the swing you've chosen - routines aren't set based on side anymore but swing, so if you have an inswinging routine, that is what is used to determine who takes the set piece. To swap them round, change from inswing to outswing, or vice versa.

    2. There should be a button on the left that says 'corners', click that and you can change between the different routine types.

    Thank you so much I was going mad wondering how I was having the game do something different.

    Also thanks for pointing out where the freekick takers are found.

  11. So I'm not sure whether I'm missing something here.

    I started a save with Liverpool after the game was released. I didn't play the beta.

    I have two issues:

    1. When the set piece creator had the corners routines created, I saw that Andy Robertson (DL) was the primary taker on Left Foot (?) and Trent Alexander (DR) was the primary taker on Right Foot (?). This was set by Assistant and I assumed this was for Left and Right corners although I didn't see text indicating what side the corners were on. When I went into a match, on the right side I had Robertson taking the corner and on the left side I had Trent. Basically their roles were inverted for some reason. I tried to go in and change Corner takers to opposite sides but it looks like the game refuses to list Trent on the Left because he's right footed.

    Can someone tell me if this is a bug? Because this is gamebreaking on a major level. If my left back is taking a right side corner kick when I don't intend him to, a wrong incident may cause the opposition's right side winger to have space enough to run towards my goal which will draw my Central Defenders or others out of position which means others are trying to make up for the fact that my Fullback is trying to get back to his position.

    2. Where are the Freekick takers? I don't know if I'm missing something but the Set Piece routines seem to be built for corners and there isn't a Freekick taker screen. I can see Penalties on a separate tab.

  12. 15 hours ago, eXistenZ said:

    And if my grandmother had wheels, she'd be a bike.....

     

    Expecting something like interactions and  AI squad building being fixed in two weeks when it hasnt been fixed after several years (despite saying they'd focus on it) is living in cloud cuckoo land

    Not really.

    Expecting a headline feature to work as advertised is not living in cloud cuckoo land. Paying money for advertised features and giving them a pass for not fixing it is.

  13. On 30/03/2023 at 18:43, forameuss said:

    You mean like they used to before they *checks notes* completely abandoned the genre after getting stomped to death by SI's effort?

    There's very little chance EA are going in that direction. Why would they when they can continue to strangle the life out of their existing product and shake customers down for money?

     

    SI's Football Manager is just a Football Manager game.

    EA's FIFA or PES's games are: Arcade Simulations + Manager (not enough depth as SI) + Card game microtransaction game mode + Other game modes (minor).

    I don't think it's fair to say that EA got "stomped" by SI when Football Management simulation isn't high on their list of priorities since they integrated FIFA Manager into the Career Mode umbrella. Their priority is Ultimate Team. They aren't even in the market to want to compete with SI, they blow SI out of the water when it comes to people who buy Football games. Football Management games are a niche market.

    I say all this as a person who prefers to buy FM over FIFA every single time.

  14. On 14/01/2023 at 18:27, Sanel said:

    Just one tip for everyone that is obsessed with xG: prior xG the measurement for chances were ccc's (clear cut chances), in my opinion these still rule above xG. Also people who are struggling to score and get high xG values, a long shot from 20m that ends up at the goalkeeper or woodwork could be valued as 0.25xG. When you compare xG to clear cut chances, clear cut chances are always scarce. If I remember correctly, there's also a tool to see which shots got xG values. My advise is to reduce long shots through player instructions. Players still tend to ignore 'work the ball in the box' instruction.

    I've said this before:

    xG is just someone telling you "Damn bro that's crazy you had 100 shots with 50 on target, imagine on a good day you would be 20+ goals up, its ok try again lmao cya"

    a.k.a the useless thing which makes Clear Cut Chances look like a game changer

  15. On 10/11/2022 at 01:07, Yuko said:

    Now that the game is out, how many of those who said weren't going to buy caved and bought it? 

    What did the undecided people do?

    And what about the 'features brigade'? 

    Do people who said Yes recommend to FM22 players to go ahead and change versions?

     

    This is the first time I genuinely have no regrets for not buying and glad I installed FM16 rather than hitting that purchase button last week, but I'm interested in hearing the opinions of those who wanted to buy the game and would still recommend it as the Feedback thread is filled with negativity, whilst the Steam page is filled with ultra positivity, so I need a more neutral space to decide if I'm going after the game after all before Christmas. 

    I said I wasn't going to buy it and I haven't. I've played since FM 12. My last FM was FM 21 which I bought despite it being light on features in order to support SI during tough times.

    But that's where my charity ends. SI isn't a charity org and neither am I a donator to for profit orgs. I was going to buy FM 23 if it had at least a major feature but the following aren't major features:

    * Reskinning Squad Depth as Squad Planner

    * Playing the Champion's League Anthem along with a revamped screen where I click Draw All for all competitions. I could care less about the CL drawing screen, it's a template used across all competitions.

    * Reskinned Board Confidence into Supporter Confidence. Nice touch but not major.

    * Year highlight screen which is yea okay but not major.

    * Scouting and Recruitment changes which are more of a small evolution.

    * Match Engine improvements and animations, which are a nice touch and possibly a major feature but I can't be bothered looking at graphics which look the same as FM 21.

    What I was interested in was about how they spoke about Manager AI but I had my doubts and it seems like it's not working at the level everyone expected.

  16. 1 minute ago, themadsheep2001 said:

    I think you can certainly tweak some defensive issues in the ME, but honestly can't say I see as much as others do, particularly the ball over the top. 

    My biggest concern is that SI will nerf ball playing defenders when you set them to dribble more (looking at you @Jack Joyce leave them alone :D )

    I do see flashy ball playing defenders and yea they have an impact in buildup but I guess it's rare, I've seen them contribute to losing possession and a counter attack a lot more when they tend to become overconfident and take a sort of CM position leaving their midfielder to pick up the slack. Maybe if they do nerf them it will be more realistic xD

  17. 2 minutes ago, zzkeg27 said:

    It's something that many people are already giving feedback on. So I think SI should solve it quickly by changing the match engine.

    The problem of ME can never be solved by tactics unless SI changes it.

    You'll sympathize with this problem if you look at other people's bug trackers or beta feedback threads.

    Yes you're right it does seem to be a rather open issue

  18. Just now, zzkeg27 said:

    I have already tried to change the directive and change the role. But this can never be solved because it is a problem for the ME.

    Alright fair enough. Usually it can be solved through tactics. Creating a good tactic is half of the game. The other half is adapting to the match events. The person dribbling through could be having a good game or your defender's morale is low leading him to make more mistakes if his Composure, Concentration, Decisions and Determination are low. He might be feeling overwhelmed after this one guy beat him again and again so surrounding him with his defenders would be a better thing.

    If you still feel there's a bug then yea fair play. Let's wait for SI to fix it.

  19. Just now, zzkeg27 said:

    A defender who is deprived of the ball while dribbling, a central defender who allows a central breakthrough as it is, and a defense that cannot respond to a long kick can never be solved by tactics.

    Okay I could be wrong and I'll be clear: I'm not defending anything about the new game.

    Have you tried the following:

    * Setting Dribble Less, Changing pass instructions to Take Lower Risks for the defender who dribbles or even Shorter passing or the option Play Safer

    * Setting the Central Defender as Cover or just a slightly lower defensive line to keep any one dribbling central surrounded

  20. Just now, rp1966 said:

    That's one way of looking at it (and obviously where SI are coming from), but there's also the point that the beta is public - that makes equivalent to a UAT release in the commercial world. Certainly in the environment I work in any findings in UAT are classified as day 0 fixes or scheduled for later remediation, but all notified to the users.  The other key thing that always seems to be missing from SI's approach is the idea that time unresolved should automatically escalate priority.

    But that's as much as I'll say here.  I have some issues with the ME, but nothing I can't get round via tactics, so I feel I can enjoy FM23 for now.

    I

    Yeah I have no idea about SI's processes but they obviously felt this was ready for release otherwise they wouldn't have marked it as ready.

  21. I haven't bought the game but as a Software Developer myself, I think I understand what SI mean when they say that this is the release there's no changelog.

    This is just my theory but in general, a period of time between the not final version released to public and the final version determined by SI is where you'll find the changelog.

    In other words, the changelog is essentially the list of changes made from when the game was announced to go into beta to the time when it got released.

  22. Correct me if I'm wrong but don't the console versions have FM Touch and not the full fat version?

    If so, then SI doesn't even trust modern cut down PCs to run the full fat version. This should be the solution to those "What about my old PC I got last decade".

    FM Touch should be the way forward for ancient configurations.

    FM Full should continue to pave forward for innovations.

    I see this as the only solution to the forum fighting with FM being designed for old machines vs FM being designed for new machines.

  23. 5 hours ago, tropicsafc said:

    Anyone who visits a forum dedicated to a particular game and says they're not buying the new one is just lying. There's really no use in being so dramatic about it.

    That's wrong.

    I've bought FM 12, 14, 17, 18, 20, 21.

    I've said I'm not going to buy 22 for example and I didn't bother because it was not that big at all.

    49 minutes ago, Daveincid said:

    Nope. I clearly see a path which SI follows for several years, so I'm pretty happy how they are working on the game.

    But there are definetly people who got another point of view on that. 

    I think the path SI is following in design is good.

    But the amount of effort is clearly the definition of "Buy it or leave it" because there's no competitor. It's like they're repackaging the Squad Depth and calling it Squad Planner and a headline feature with a few changes.

    Same for Supporter feature. It's just the Board Vision module reused for supporters. Nothing big.

    This version doesn't seem worth my money. I will probably wait for 24

  24. 8 hours ago, XaW said:

    Personally, I don't care if they don't spend a minute on the UI as long as the AI squad building is improved. Long term saves are way too easy currently, since most AI squads are so unbalanced and screams for decent players in certain positions at times. I actually think I would be perfectly happy if that was the only change from FM22, since it's the main issue I have playing mostly long term saves. Sure there are some niggles in the UI here and there, but it's perfectly usable. For example, the UI is not optimized for very high resolutions so I see smaller boxes or frames with scrollbars when the screen real estate is free around it. It's a bit annoying, but hardly ruins the game. Looking at a world class team in 2036 with no full backs, now that's an issue for me.

    I'm more afraid if they spend time on the UI considering how much they deleted in terms of Matchday in FM 21.

    The lesser the time they spend removing things and "fixing" the UI the better

    EDIT: One of the weirdest things ever I've seen in fm is the famed xG. It kind of replaced clear cut chances. Added almost nothing to the game except, hey you had so many chances you should have scored so many goals damn bro that's so crazy better luck next time. I could have understood that just by looking at Shots, Shots on Target and Clear Cut Chances. *shrug*

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