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CEVR1996

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Posts posted by CEVR1996

  1. Personally, I´m not a fan of possession based football, I don´t find it visually appealing and I much rather see teams playing fast paced transitions from defence to attack that seek to exploit gaps behind the opposition´s back line from the moment possession is regained. I know that if you intend to play in such way and make it become somewhat effective, you need to invite the other team deep into your own half and soak up the pressure, patiently waiting for a chance to counter whilst keeping a compact and well structured defensive shape but I´m not quite sure how this can best be replicated in FM. From my experience with the game, allowing the opposition to have most of the ball and spend a great amount of time in their final third is a receipt for disaster since your defenders don´t seem to have good positional awareness and are far too passive when engaging the ball carrier, regardless of the instructions given, meaning you´ll be battered relentlessly into an inevitable, painful to watch defeat.

     

    Nothing gives me more satisfaction in this sport than seeing a perfectly measured through pass into the the space ahead of a quick foward who´s making a run behind the defense, I just love that, so I´d really like to learn which tactical steps need to be taken in order to build a tactic that specifically aims to produce this brand of football. Perhaps the most noticeable example for what I´m striving for is Leicester´s Premier League winning side from the 2015/2016 season under Claudio Ranieri.

     

     

  2. Matches are plain and simply hard to watch on the current match engine build, it´s as if the sole intent of the game is to frustrate you as much as humanely possible by flat out going against your tactical instructions. Wether it´s your defenders continuously hoofing long balls to no man´s land despite you having set them to play out of defense, players not delivering any early crosses into the box when they´re specifically intructed to do so or your defensive line sitting very narrow across the middle time and time again when you set it to stay wide and cover the flanks. Few things work as they should so how can the player´s tactics get blamed for all these glaring problems when they aren´t even being followed to begin with?

  3. Em 02/03/2021 em 13:30, dunk105 disse:

    Tried that and it does help. But problem is as your team becomes better you face park the bus frequently so IWBs just congest what is already a congested area.

    Its the most frustrating thing about this really as PTB tactics arent penalised by leaving the wide areas open,  previously it was always logical to use width to prise open resolute and packed defences, Now the AI just sits narrow -  this means narrow park the bus tactics are effective not only at closing players down centrally but they have no problem closing down wide players due to the way wide players dwell on the ball, fail to cross early and allow themselves to be easily closed down.

    That´s precisely the witnessed scenario when you´re the one playing offensively against an opposition which sits back and congests the middle of the final third. Yet, once the roles are switched and you employ a more defensive minded approach in the face of strong opposition, they will have no issues exploiting your exposed flanks because players from the AI controlled teams actually do cross when unmarked in wide positions near the byline and your defenders are often unable to deal with such crosses despite being closely packed together and in numerical superiority due to their passive attitude and lack of positional awareness. So although PTB style tactics tend to be quite effective at dismantling your attacks, they won´t produce nearly the same effect against the opposition.

  4. Yeimar Gómez Andrade is set as being 158cm tall in the game when he's actually 188cm according to Transfermarkt. I feel like this was merely a typo but as it stands, he probably wont make a great CB.

    https://www.transfermarkt.pt/yeimar-gomez-andrade/profil/spieler/343359

  5. 11 horas atrás, andyt365 disse:

    I think the bundesliga rating are too low. 

    RB Leipzig are an established champs league team. Dayot Upamecano is rated worse than Davinson Sanchez of Tottenham. Thats impossible. Sabitzer is rated 148 CA, even though half of Europe wants him.

    Jude Bellingham is rated at 130CA even though he is a regular for Dortmund, the second best team in the league.

    Reyna is also underrated.

    <drivel deleted>

    I think Leipzig are especially underrated given that they don't have a single player with a CA above 150 now that Werner has left. Konrad Laimer, who established himself as one of the team's best assets last season couldn't even get into the 140's. I know saying this alone won't help much if anything, thus only brought it up out of shere surprise since I expected Leipzig to be given a considerable boost after last season's performances.

  6. I think Nicolas Otamendi should have some of his mental attributes lowered, particularly the ones that influence defensive ability after his poor performances for Benfica so far in the season. His speed could also go down a little since there's too much of a difference between him and Vertonghen on this area. They are both slow players all things considered which has been a major contributor for Benfica's struggles at the back. Gilberto could have a downgrade on his defensive stats as well.

  7. 6 minutos atrás, upthetoon disse:

    i agree the PA system needs to go. it's nonsense. But of course that will mean a massive change throughout the game. Not sure if SI will commit to something like that but they should. It will be revolutionary.

    If there was a way to directly correlate a player's potential to their personality traits and training/match performances that would open up a whole new array of unique variables for each individual save, greatly adding to the overall immersion.

  8. 22 minutos atrás, Pav_Makarov disse:

    Or making countless bids for a striker, when you already have 3, but no WB. I'd like to delegate some transfer stuff for the sake of immersion and realism, but so far I only had one DoF case when he was useful

    One time my DoF managed to pull an amazing stunt which I had never seen coming. Basically, there was this player I was looking to sign and after the transfer bid was accepted and I saw his wage demands, I thought to myself that there was no way this deal could happen but still, reluctantly and out of morbid curiosity, I passed the contract negotiations to the DoF only for him to offer about half the amount in wages than what the player was demanding from me. Naturally, I laughed at this, thinking it was utterly ludicrous yet didn't cancelled the transfer and just kept advancing in time as normal. To my absolute shock though, the player somehow accepted those terms and signed not that long afterwards. It was the only time I thought that the DoF was the greatest thing ever!

  9. 3 minutos atrás, DP disse:

    And a reduction in long shots and an increase in 1-1 conversions. It’s a crazy balancing act so I don’t want to be too critical. 

    Yes that too for sure and please, give VAR the suspense factor it has irl because in FM, you can always tell what decision will ensue before it's shown. Also maybe tone down the power behind certain shots a little because kicking the ball at nearly mach 1 speeds from a complete standstill seems to defy all known laws of physics and human biomechanics.

  10. Seeing some crystal clear match engine improvements, particularly around the more troublesome areas from last year's edition such as the senseless tight angle shooting by players moving inside the box, it's all that's needed for me to realistically considering buying the game in all fairness. The match engine issues have been by far the biggest enjoyment hindrance for me, and judging from the comments concerning FM's gameplay that I've read thus far, for many other people as well.

     

    If this aspect of the game was indeed properly reworked for FM21 then each and every other feature it holds, as insignificant as they might seem at first glance, is nevertheless a welcoming bonus.

  11. 6 minutos atrás, MrPompey disse:

    The game is for players - people still buy it so it can't be all that bad can it?

    If enough people constructively inform SI through either bugs or new features then of course it will be considered but you cant expect changes to happen at the drop of a hat. This forum alone proves people do have a voice to SI.

    I find in life that there are complainers who add nothing not even trying to improve the situation by offering suggestion etc, and there are people who offer constructive criticism and want to be part of the process to change things. Which type of person would you rather listen to?

    There's no other game within the football management genre that comes anywhere near the level of detail and complexity FM offers which is most likely why this series remains such a hit on the market despite it's numerous existing flaws. As I said before, if a comprehensive football management game with an extensive database that allows you to take almost any team to glory and create your own unique storyline is something you can't get by without in life, FM is the only legitimately viable option for you out there.

     

    On the other hand yes, only constructive criticism is going to help this franchise improve in the future since no devs, as open minded as they might be, will be able to come up with any meaningful changes for the game based upon insult driven feedback.

  12. As it's been mentioned here previously, this apparent inability for the AI to undertake the sensible decision of receiving the ball properly before having a shot, performing a skill or doing a pass instead of straight up heading it somewhere at random without a care in the world when not being closely marked by the opposition, is as annoying as it is unrealistic and frequently kills what could otherwise be a fruitful passage of play.

  13. 6 minutos atrás, autohoratio disse:

    They actually confirmed that the Low Crosses instruction essentially does nothing, because, in their reasoning, "players will only attempt to play a low cross when there is space in front of them to pull it off and the targeted player to receive it", but wide players never play first-time crosses when there is space to do so, or hardly ever try Man City-esque pullbacks, and advanced forwards don't make a run into open space enough. Instead, the wide player will dawdle so that the full back can catch up with them and block the cross which goes straight out for a corner/throw-in without any attempt to beat their man, or they'll send an overhit high cross to the far post for the winger on the other side to try and head (and that far-side winger will almost always try to head it, inevitably going over the crossbar, instead of attempting to control it/bring it down to shoot at goal with their feet while there aren't any opposing defenders in front of them.)

    I simply cannot understand how this illogicial behaviour made it through testing and the SI team decided "yep, this is realistic play that we see in every real life game of football."

    You know something isn't quite right when finding yourself in awe once a wide player actually manages to deliver a cross before an opposition defender catches up to them and effectively denies the crossing opportunity. What should be the norm is in fact, the occasional exception. Same goes for those rare instances when a player making a diagonal run into the box from a wide position decides to pass the ball to a free teammate in the middle instead of smashing it to the side netting or against the keeper's static frame.

  14. 2 minutos atrás, XaW disse:

    Well, if they add it, I'd completely ignore it, and if were mandatory, I'd probably leave the series as a whole. I have no interest in those things in FM. I want football to be the focus and the stuff that goes on in the club. Outside the clubs walls, I couldn't be less interested, in the same way as I'm not interested in social media in the game, or anything else like that.

    Football has to always be the main focus on a game like FM, I just think that it wouldn't hurt to have other optional, I repeat, optional features which allowed you to concentrate, even if only for a brief moment, on something else besides team talks, training, tactics etc, you know, the same usual shenanigans addressed in between matchdays. It's just my personal opinion regardless.

  15. 4 minutos atrás, XaW disse:

    This is probably one of the things that would turn me away from FM. I want football, if I want to build a family or a house, I'd play the Sims...

    I only brought that up as an example of a feature that isn't intricately connected to the footballing world as a way to add more depth to the simulation universe, doesn't mean I want to see the option to build a family in the game or even care about it. There's tons of other more interesting things that could be added just to give you something else to pay mind to beyond the same usual stuff over and over again.

  16. 1 minuto atrás, Mars_Blackmon disse:

    Lol imagine that being a headline feature. This place would blow up.

     

    i personally explore the other leagues and engage in the massive football world I loaded up. I can spend hours between looking around the world before I even get to my next game.

    It can't be worse than adding the option to deploy body language in your personal interactions and calling that an headline feature though. It could have just been pointed out as a minor feature instead.

     

    Anyway yeah, I usually do the same, going through teams and players across the game's database to see how they're performing in the current simulation but would still nonetheless like to have more available options to explore while advancing time between matches.

  17. I honestly believe FM also needs a greater degree of engagement outside player/media interactions, tactics and the dreaded matchdays as this would help quench the sorrows of losing a game whilst we advanced to the next one, building back our mood between the single most important events of our role as a manager. Real world managers have more going on in their lives than just matches, tactical instructions and speaking to other football intervenients as we all know and I'm well aware that a game hoisting the name "Football Manager" can't be significantly deviating from the sporting niche it represents.

     

    Nevertheless, FIFA Manager for example gave you the ability to buy property and build a family, yes, these features were very rudimentary and not at all indepth but they were something to distract you from the exclusively football related matters and thus, helped enriching your overall experience. Doesn't have to be anything super fancy, just a few more different options other than the usual mundane stuff to keep you distracted while scrolling through the game menus when not playing an actual match.

  18. 3 minutos atrás, upthetoon disse:

    i'm surprise no one has mentioned Euro Truck Simulator 2 which is very similar to what we having with FM. It's a very niche market. The developers got it spot in the development concept of the game.
    Though the game was released in 2012, they have been slowly working under the hood to bring in the latest graphical improvement & advancement into the game (e.g DX11 support, advance truck physics etc). The community at large provides the cosmetics that adds to immersion like roads, signs & city details that is quite simply too much for the small time development to handle. The community has done a brilliant job even replicating an entire city 1:1 scale which is impossible for the developer to do.

    SI with the FM franchise as so much more potential if perhaps they can emulate that approach. Concepts like stadium designs & press/player interactions & in-game social media tweets can be left to the community. SI should find a way to develop the interactions such that the community can edit and create their own responses. Just imagine a update that adds over 1,000 unique lines in press conferences & player interactions and over 5,000 unique social media tweets. SI simply needs to work on the AI & logic that prompts the questions and answers. Everything else can be left to the community who are more than willing to assist in this!

    This is the way forward, instead of focusing on opening of arms & throwing bottles and considering that a 'headline feature.'

    If SI can leave the aesthetics to the community, they can dedicate all their resources to the Match Engine & AI & trying to bring the latest graphics advancement into their engine, just imagine how far this game can go. 

    This is already being accomplished in the form of community made graphical enhancements such as face, logo and kit packs which add an extra layer of visual appeal to the game but things could likely be taken one step further by expanding community modding to other areas of the game that up to now, have solely been under SI development team's responsibility. I'm merely speculating here yet it does seem to be a feasible possibility since it's been successfully done elsewhere.

  19. 7 minutos atrás, santy001 disse:

    Well there's an established history of how the game has sold and performed. I don't have access to the figures, but the methods SI currently employ have allowed them to continue growing their studio and remain at the forefront of their segment of the games market - despite being a substantially smaller studio than what would typically be a market leader.

    I will concede that I don't know if shrinking your potential customer base by making the game require a more demanding system, increasing expenditure by licensing a graphics engine such as unreal or one of the others, incurring the costs to deploy that in the game in terms of staff won't generate more sales.

    However, typically speaking increasing your overheads to reduce your potential customers doesn't often work. You could argue that SI could just keep the two and run them concurrently. That would be an even bigger financial drain to maintain two, have them staffed, have them bug tested, bug fixed etc. 

    It's the kind of risk that if you get it wrong, can close a studio or requires substantial financing,

    My understanding is SI tend to develop their own technologies in-house, which reduces their financial burdens and in the long run is aimed at positioning them better to increase the quality of things like graphics, without it siphoning off revenue. 

    The biggest risk factor with substantially increasing the financial expenditure on FM's production process likely comes from the fact that it's such a niche game, aimed at people who not only like football as a sport but also want more than a simple casual experience along the lines of what FIFA or PES can offer.  FM is probably one of the most time consuming games out there and it heavily diverts away from the flashy, fast paced and action packed nature of most other game franchises nowadays which are getting targeted to increasingly younger audiences who want something that's immediately gratifying and constantly keeps them on edge.

     

    The potential market reach for a game such as FM is perpetually limited due to it's core premise, if taking the role of a football manager isn't something that interests you then there's nothing else to be taken from this franchise so perhaps that's what is holding SI back from employing truly meaningful yet costly improvements into the series. The fear that the potential consumer base for FM has already been met to a near full extent thus injecting more money than ever before at the game's production cycle would only result in a significant loss of profit under an eventual failure to attract enough new costumers.

  20. 40 minutos atrás, themadsheep2001 disse:

    The match engine isn't designed with one or two years in mind. It's an endless long term project to ultimately get as close to real life as possible. FM12's engine wasn't retired because it was bad, but because all the things we want now, need to be underpinned by real life physics. Something as simple jostling, is complex physics. Not always going to hit the high mark, but it is fundamental to the progress people want. Hence working on the ME every year. It's why the MO-cap stuff is actually really important. It's not just animations, but its important in improving the base physics of the game, the more you improve that, the more you can improve all the aspects, and that leads us to better and more complex dribbling animations at the top. BUt's its all inteconnected

    Then I think the current match engine FM runs on has hit it's potential ceiling just like the one FM12 had did back in 2012. Anyways, it's up to the developers to choose whatever direction they want FM to follow and we as the consumer can only express our satisfaction or discontent for it in the form of feedback, ideally of the constructive kind, but by looking at what's being said here, numerous people are under the consensus that the match engine really needs to undergo a substantial transformation for future editions of FM because it remains lackluster amongst the remaining aspects of the game.

  21. 4 minutos atrás, themadsheep2001 disse:

    The match engine AI from 2011 is a considerably simpler than that of 2019. Not least because it doesn't have to account for any physics. Still had its own quirks too. It also hit it's limits of what it could do in FM12

    I did noticed some major differences in the AI programming and overall gameplay dynamics within the match engine from FM12 to FM13 so I believe you. Thing is, to me this felt like a proper downgrade in all fairness since these tweaks weren't particularly well implemented into the engine imo and the simulation was looking more awkward and uncanny than ever before.

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