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nully29

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Posts posted by nully29

  1. Ok guys, I have played with editor a bit and here what I've learned:

     

    Feels supported over any issues = low loyalty OR low professionalism OR high controversy. Also, there's a hint about adaptability. Reasonably well-supported means low adaptability, extremely well supported means high adaptability.

     

    Player likes how the club is being managed is calculated as "loyalty+temperament-pressure". 

     

    Proud of club's position (rather than happy to see club doing well) means high loyalty.

     

    Also. Not surprised that the team is doing so well under you means high loyalty. While "feels the team is doing so well because of your influence" means <14 loyalty.

  2. 5 hours ago, Prolix said:

    Over the last 20 years, Lille has pretty consistently been one of the top 6 clubs in France. Realistically, how often will they be able to approach games with a low block + counterattacking as their primary tactical style?

    Lobanovsky solved this problem in real life and it is possible to replicate it in FM. Start the match against underdog with high pressure, very attacking style. Score fast. Than sit back and play counter.

     

  3. 10 hours ago, XaW said:

    I don't know if anyone would want to know the specifics, but to test things like this there is many more variables you would need to control that you either haven't mentioned or glassed over with very little care. If you want to test these things what about player reputation vs club reputation vs team mate reputation? How well the players like the manger and/or the club and/or his team mates? Are they happy with their contract vs how well the others are payed? Do they have different short and/or long term plans? How much game time do they have vs what they expect? Are the players in different stages of their careers?

    All these things would factor in how happy the player is at the club and you haven't said anything about controlling these variables at all. Also in order to see how these things affect each others, you would have to run this experiment in a tight control in regards to game time, interest from other teams, international happiness, etc, etc. All the different factors would have to be controlled if you want to try to find something. And even if you do, how do you control the causation of things, only finding correlation is not enough to say X does Y. Also, there is reason to think any type of combination of these things, as well as personality traits could impact happiness in different scenarios. 

    Handling all these factors would be amazingly time consuming. If you really want to, then knock yourself out, but you need to take a much more controlled approach to make any theories plausible.

    Let's say, the game ran some calculation that weigh many factors and ended up with "Player feels he is well-supported over any potential issues". Does it actually mean, that this player is more likely to take issues with me? If not, is there any practical difference between a player, who feels he is well-supported and a player, who is happy to be a big part of core social group?

  4. 3 hours ago, Freakiie said:

    I mean, you're making a moment snapshot and are trying to apply that to the happiness system overall, of course that's not gonna give you any real results. Especially considering that some of your assumptions are rather farfetched.

    Why should someone with high controversy be unable to be happy with how the club is being managed? If things are going well, he's getting the playtime he wants, why would he kick up a fuss about the clubs management or complain about how you treat him? Heck, a Balotelli cashing in fat paychecks at City was probably very happy at the club, even if City wasn't very happy with him! :lol:

    Why should a player only ever be happy to be at the club when his loyalty is high? Again, if the club is performing great, why would a player be unhappy to be there unless there are some other issues? If someone has low loyalty and simply plays for the paycheck, if your club is the club where he gets that paycheck, why would he be unhappy? Sure he'll quickly kick up a fuss if he thinks a club that could offer him a bigger paycheck is interested in him, but until then he'll be happy as long as the paycheck is there.

    Unless you track a players reactions to various events over a period of time, under different situations, it's going to be very hard to determine certain personalities.

    What you say is that controversial players can also be happy. Yes, they can. The point is not about a controversial players being happy, but rather about the following phenomenon:

    Some players are just randomly "happy about how club is being managed". It's usually 1 or 2 players out of ~25 men rosters. There must be something that makes them feel this way. I also found that those same players are also happy about how manager is treating him. They remain happy about those things throughout their whole time with the club. But why? I asked, but no one could explain this phenomenon.

    Other players, usually 1-2 out of a squad, feel they are well supported over any issues. Why? Others are just happy to be important part of a core social group. I thought, wording about "issues" is a hint by the game about player's potential controversy. But it isn't. So, what it is? Just a random different wording? Or some elaborated calculation that factors is reputation, squad status, age and club's status? 

     

    Similaly, some players are worried about squad lacking depth in certain areas, while others don't. Some players are unhappy with training while others are happy. Why? What attributes make them behave this way? 

  5. Until today, I have never used an in-game editor or any tools to look into hidden attributes. In fact, I have played with a "no attributes and no stars" skin

    . So, I spend some time trying to tell what a player is based on hints that the game gives. I have long presumed the following:

     

    Unhappy with early start of preseason - low professionalism

    Feels he is well-supported over and issues due to popularity in the room - high controversy

    Happy/delighted/enjoying the club - high loyalty

    Unhappy with low training workload - high professionalism and/or ambitions. 

    Happy with how club is being managed - low controversy

    Happy how his manager is treating him (without me doing anything at all) - low controversy.

    Dressing room fit is determined by differences between team's average personality and player's personality attributes.

    Today I opened in-game editor and learned that I was wrong on all of it save the first one. If a player is unhappy about early preseason, he is indeed unprofessional. As for the rest, I have failed to trace any connections to any hidden attributes. It seems just either random, or a result of some complicated equation that I have yet to figure out.

  6. 52 minutes ago, sebastian_starttrbts said:

    Hmm, this is the first time I hear of this issue. Would be interesting to know whether the numeric values appear in every staff-screen, i.e. staff profile, staff overview (kind of list style), staff comparison or just in single ones to figure out which xml-file might be responsible. Most of the numbers are replaced via the player preferences.xml and sometimes we only needed to adjust the stars position to properly fit in. In addition I don't see anything affecting the staff attributes in the 1.2 (and 1.1) changelog, so I don't really understand why they "reappear" after updating to the 1.2 version. I haven't discovered anything like this in my skin so far. 

    Might have something to do with me buying an in-game editor or switching to default skin and back. I did clear cache and reboot the game but still could be something about a file stuck in a cache. Once I edited the file, it probably was reloaded from the hard drive and that fixed the issue

     

     

  7. 1 minute ago, Tyburn said:

    Sorry to hear this. Another user had this issue with version 1.0! I can’t seem to replicate this problem unfortunately, and it seems pretty random.

    As I was looking into it the user said that they went to steam to verify local game files, uninstalled my skin, reinstalled the skin, did all the usual open game, select no stars, clear cache, untick use caching, reload skin and rebooted the game - then the staff attributes showed squares again.

    I’ll look into this more but perhaps try this in the mean time.

    @sebastian_starttrbts Sorry to drag you into this, but any ideas?

    I went to non_player_attributes_panel.xml and added "disabled="true" to every "record". It worked. Not sure if it was the best way to fix since since I have no idea how to skin (I do have some IT background though so I sorta figured it out)

  8. Great skin! It fits very well with how I would like to play this game.

    Yet since 1.2 Staff attributes are not hidden. They used to be hidden in 1.0, but as I moved to 1.2 I can see staff attributes again. Players attributes are still hidden, no stars, font is new, so skin is loaded and generaly works, but it still shows staff attributes (i.e. numbers, not colored icons).

     

    Edited: I have managed to fix it myself by adding disabled="true" to every "record" in staff attributes file.

  9. I love playing defensive football too, so I would add:

     

    Score fast. Come out with high pressure, ultra attacking football and open the score in the first 20 minutes.

    Shut the door. No need to setup a counter-attacking approach. Just park the bus:

     

    Much lower line if engagement, lower line of defense. 

    Extreme pressure. Tight marking. Stay on feet to avoid fouls.

    Press and tight mark OI on almost every opposite player except for their CDs. I know, in balanced approach it's wrong to tight mark speedy opponents, but with low compact block it works.

    Defensive width depends on ops formation

    Waste time, much lower tempo, much shorter passing.

    My formation 4-1-4-1

    PFd (sometimes DLFs)

    DWs BWMs BWMs DWs

    HB

    FBd CDd CDd FBd

     

    Works very well with tall defenders in Vanarama South

     

     

     

     

     

     

     

  10. We know that FM is a deep game with many interconnected variables. Yet one thing surprised me today that I haven't noticed before. I was in the middle of a match with a couple of my players displaying "motivated" body language. I changed pressure setting from extremely urgent to merely "more urgent" and they went from "motivated" to "inspired". Amazed, I put the slider back to "extremely urgent" and they went "motivated" again. I did it few more times to make sure they indeed change body language as I move the pressure slider.

     

    I'm not sure whether they were less familiar with extremely urgent pressure and thus were less inspired to perform it. Or they just didn't think that extremely urgent pressure is a good idea. I tried to recreate the same reactions few times later in the match,but failed to get any reactions with other tactical changes.

     

    Still, it's one of those moments where you appreciate how deep and immersive the FM world is.

  11. I kind of noticed that, but I'm not sure if it's for real. So I wonder if it's a coincidence or someone else has seen this too.

     

    I used to play a save where I would prefer signing level-headed players. So I noticed that my players tend to change from level-headed to media-friendly. Never the opposite. I know that "media-handling style" is another view of hidden personalities attributes, still I could never understand the reason behind those changes. Until I realized that I myself act quite excited and by no means level-headed with the media. I always respond in the most positive and frenetic way. So I started to answer questions calmly and neutrally. It didn't exactly turn my players back to level-headed, but they definitely stopped becoming media-friendly. If it's a feature, it's neat. Could be some random thing though.

  12. On 06/03/2021 at 02:11, wazzaflow10 said:

    Is there any reason to not sign everyone on the list? I understand players that have silver stars or really really poor mentality but other than that?

    They may take up positions in your U18 first team, obstructing playing time for other, more talented players. This is particularly true if a future-less youngster is on his last year of youth contract and some 15 years old guy with potential comes in, but his position is taken.

  13. Some players love the way the club is being managed and the way their manager is treating them. Some do so immediately after joining the club. What makes them feel so? The only thing I found, is that usually those are bad players, so it may have something to do with their low reputation relative to that of a club and a manager. But there's more to it. Since I never use editor, I am a bit lost. Is it low controversy? High loyalty? High adaptability? Similar personality with a manager?

  14. 14 hours ago, Experienced Defender said:

    The counter style is a defensive style. And like any defensive style, the most important thing is making your team as hard to break down as possible. That's achieved primarily through a low block with optimal compactness (which exists in your tactic :thup:) and well-balanced setup of roles and duties (which, unfortunately, is not there :herman:). The main problem is your left flank - with both wide players on attack duties, that flank is hardly going to have proper defensive protection (plus there is no need for them to be on attack duties in the style of play you want to achieve anyway). You can comfortably switch both to support duties. Or switch the IW to support and change the WB into FB on attack.

    Then, if you want to use a playmaker role in a counter-minded tactic - which is not necessary btw - then having him on defend duty does not look like a good idea to me. Because you want him to look for quicker transitions, rather than slowing the play down. Plus, you already have another playmaker (TQ) in front of him. 

    Further, if you want a counter-attacking tactic, why would you insist on working ball into box? No need for that. 

    Last but not least, even if you managed to create a "perfect" counter tactic, the question still remains of whether it could work with a top team like United (at least on a consistent basis). Because most of the opposition are likely to play defensively against you, which means there won't be enough space for your players to take advantage of on the counter. When choosing your tactical style, you also need to think about your team's reputation and strength relative to the rest of the league.

    This is why some counter-attacking teams, such as Lobanivskiy's Dynamo Kiev employed a "score fast" opening tactics. For the first 20 minutes the team would press out if their minds, looking to score an opening goal and sit back for the rest of the game.

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