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rristola

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Everything posted by rristola

  1. One thing more... is it even possible to update or upgrade the surface without having to build a totally new stadium? From natural into artificial grass, but nothing else?
  2. What updates can be done to an old stadium, and what is the limit that it would mean building a new stadium? - capacity,... - surface - can grass etc. be "updated" into artificial grass? - other Thanks.
  3. Could one solution be that you try to get a job from an European team? (And the national team...) As a manager there you could be able to get your young ones into your 'own' team. And if they are good enough, they will be noticed around. Which country, which division level,...?
  4. What about taking them into the Netherlands, or some else country/league with good reputation (with youngsters) and with better possibility to get playing minutes?
  5. At least I see 'scouting package' as a service (a player database), and even being ABLE TO USE it will cost you money. I found this a bit old (2022) article from here, and there's something about scouting budgets and individual scouting trips.
  6. OK. Thanks. There isn't any 'team loyalty' attribute or mental state in the game? Hidden? IRL there are players who have stayed in one team for a long time - not (likely) in FM...?
  7. As it is said in title, if a player has his one and only "home" team, that he would never leave (or, 90-95%), how can that be done in the Editor? Thanks.
  8. This next text is copied from FMInside (didn't copy pictures here) "Team Comparison Here you can see how these three teams can be compared to the staff of other clubs in your league. The bars show how your team scores in a certain attribute and you see both the highest and lowest average of the competition. Try to score above average at all times, although you will always have to strive to contract the best staff." You can see the highest value in your league upon the yellow line, and the lowest in the bar below. That thin line that can be seen in some bars is the average line, like in Judge A in middle. But it's on that dark background, if your team's level is below average. What that MEANS? I'm not completely sure, but... Let's take Recruitment. You have two persons there, Chief Scout and Scout. In Judge P green bar there are that value from your staff members added. And the same with Judge A and Ana D. And compared to that thin average line you can see, that your team's Judging Potential is below average in your league, but Judging Ability is a bit higher than average. Those high max values can be caused by the fact, that some rich team can have many more staff personnel than you do, like if a team would have DoF, TD, Chief Scout and 4 Scouts. And if one bar is much below the highest line, that might not mean anything. Like, Analyzing Data is not a common skill for Scouts, but Judging Potential should be.
  9. I was talking about the possibility that there could be flaws that SI could fix. In player transfers. Do you think that those transfers in FM are OK? Oh, you answered already. Yes, I know that in games there can be things you can exploit and... If someone uses them - I don't care. I was talking about the feeling of an average player. And, if this game gets too... anything, it is possible that players won't play this anymore. Not enough money, no...
  10. Yes, those difficulty levels are for SI to decide. But, as I wrote in my last comment, I think that many players get that 'too easy game' feeling because of those flaws in the game engine. So, the cause (for easyness) might in fact be those flaws, not the game itself. Do you agree that GE should be as close to real football as it can? And that tiredness issue needs improvement?
  11. Yeah, but wasn't this topic about getting difficulty adjusted. So, I thought that if those (sharpness, tiredness, fatigue, injuries,...) are taken into account in any way (in game engine), then a little multiplier could enhance them a little bit. But, how to do it - i don't know. A Mod? I think that this might be the main thing why someones feel that FM is too easy. And if, IF being tired doesn't have (almost) any effect on skills (or using them successfully), then it might feel the same whatever set of players you choose into your first eleven. Thanks for your answer, Dave. Are there any SI Staff members around? Your opinion on this?
  12. I'm not qualified to analyze how difficult FM really is, but I think it could be good to have some kind of a difficulty setup. A bit easier version for new players, and more difficult for veterans (if they wish). First. Opinions from you veterans - are player transfers too easy, and are there tactics which will make you win most of games? - Like, in pre-season you think that you would like to buy a young star, who just played very well last spring. With your FM experience, do you expect to get him? Even if you are in a 'second class' team? - Question about 'all winning' tactics. IMO there should always be something that you can do against any tactic - are AI managers really doing all what thay can in FM? Does anyone watch whole games in FM? Are there moments where you think something is wrong with the opponent, or like 'what a stupid manager...'. With this I'm just wondering, whether tactics are balanced well enough, or could it just be the difference in the quality of those two teams. I don't know. Second. Possibilities to make a difficulty setup. I do agree that this should be made in a way that is as simple as it can. (I don't know how FM makes these calculations, but maybe you get my idea.) Suggestions: - Transfers. When you want to buy a player, the factors describing the desire to want to buy that player (by the other teams in line) is multiplied with some number. That way all those other teams would be ready to offer more money, but the actual 'worth' of that player wouldn't change. - Making fatigue a more meaningful factor could make this game more difficult. - It would affect your training - with some fatigue multiplier it might be unpossible to keep up players' stamina levels during season, so you would have to give extra physical training for those who don't get minutes on pitch. Those who play much couldn't train effectively. Being tired would also have increased effect on sharpness. And getting injured. And if the game engine takes (well) into account both tiredness and lacking sharpness, it would be a BAD, BAD decision to put that kind of a player to play. Also finding suitable players would need more work - to choose someone with good stamina level, or with good skiil set, but to be ready to give him rest at times. That could be a way to make us, players to be more alert when playing FM. It wouldn't be wise to use any ready training schedule (or ready anything), and leave everything to go on its own. Choosing your team would also be more precise work. My last question is - could this difficulty setup be done as a mod? Do you know any skillful modders? (Sorry my english - not a native.)
  13. Yes, I got that. But I think that most of players would like to use real players, if possible. It's nice to give orders to Haaland aso. On the other hand, I just realized that leaving lower leagues out could be a licencing thing, too.
  14. That is just my kind of playing style. Only thing is, that SI should make some decisions on these managers with no badges - can they really be managers even in VNL North/South, or in that same level in other leagues... Should SI divide FM into two parts - leagues with complete staffs and squads, and then ONLY the league structures (with fake players) for the rest. BTW, this way FA Cup could be complete. Also, FM isn't, IMO, that good with lower leagues. I have suggested things like possibility to get some money with fairs aso. just, because 1 000 pounds (or euros) is a lot of money there. One interesting point is, that when a lower leagues team has zero pounds in transfer budget, zero in wage budget, it has maybe 10 000 pounds in scouting budget... Really...? These money making chances still would take time away from training, increase fatigue, aso, so there's also the negative aspect. This way SI could also get rid of 'greyed' players. It should be clearly pointed out, that some leagues can be played with real players, and choosing more leagues there will also be fake ones. But, please, NO greyed players! There are also other issues like getting good players to sign too easily (into a lower leagues team), but FM is focused on the main leagues. Would this increase difficulty? Well, as Andy1979 just commented, building your reputation when starting your career takes time. With fake players in lower leagues nobody could make use of premade player lists or use players you already know.
  15. First, I prefer a simulation. I am not an experienced player. Now I haven't played for a while. Second, I think that some kind of a difficulty setup would be great. It might get more players to play FM. (And for SI more money to make FM even better.) Third. This difficulty question isn't just yes/no issue. IMO. I'll try to explain. Of course, there are things that player can do himself. Like to do ONLY managing. Signing other personnel, scouting,... for other staff to do. I prefer using mods when possible, and thank you to all skillful modders! You can hide attributes with skins, and who could forget 'Increase Realism Megapack by Daveincid'. And this is how we could get more realism into FM - I think that SI won't/can't study all statistics what happens in football country by country, league by league (injuries, transfers, reputation, wealth,,,), but with mods these things can be adjusted. And then, things that SI should change. - You all know situations, where SI announces that 'there's something wrong...', like what happened with GK injuries. Flaws like that. - At least I think, that if there is a tactic or a set piece or a team that is too powerful, it should be asked if that could happen IRL. If not, then there is something wrong with the probability numbers. There should be at least some kind of countermeasures for every tactic. Winning all corners with headers...? This is the main work for SI. Then one last thing. This can't(?) happen IRL. I usually start my career in lower leagues. Maybe one scout. I should find a few new players, so I like to use try-outs. - There is a limit, that you can INVITE only 30 players into try-outs. But, after pushing the 'Continue' button you can invite the next 30.... That should be changed into a limit for players in your squad - either all combined or try-outs. - After these try-outs come into your squad, too much info is 'already known'. Without any training session your coaches and scouts can give you pretty good report on that player. How...? That info gathering should take a while. And the worse skill attributes your coaches have, the longer it should take, and the less approximate numbers they should be able to give. (In my games lower leagues coaches have skill attributes usually 6-7, not more than 10.) So, IMO there are things that could be done to make FM better. And a bit more difficult. Flaws should be corrected. Goal - a simulation. If you can be the best there - good for you.
  16. A bit weird, though. I can understand that from that list you can find, if a team is trying to find a lot of staff, but that can be done from teams own staff page, too. Still I would like to hear about history (of this desicion).
  17. Title says it all. I'm looking for a new job now, and I have always wondered why are there all these possible jobs listed? I can understand that someone could start his/her manager career as Assistant Manager or Coach, but as Physio??? BUT, would FM even 'allow' that? This game is about managing... Is this 'option' a relic? That these other jobs were sometimes planned to be included? Has anyone started FM as anything else than the Manager? And if, then tell what was your job, and how it all went on? Thanks.
  18. I understood. I just meant that that is when I will start to check news on FM again.
  19. It's about two weeks from the latest comment. So... has anyone heard anything on the coming update? At least they said there would be two updates, and version 24.1.1 on Nov 13. was the FIRST one...
  20. And because a lot of different things can be part of an injury, like fatigue, weather, playing tactic, aso., it will take some time to be really able to judge the frequency being correct. With time I mean a lot of seasons played by us, managers. Another thing that MIGHT have been wrong with GKs... There has been comments that GKs won't be sent off (NOT in FM24, in earlier versions). Although it isn't impossible! Because GK injuries didn't happen, and no GK sent offs, there were some of us, managers, that didn't have a second GK on the bench - ever. Even as extreme delaying the game as possible wouldn't cause GK being sent off. Is there anything new with this?
  21. So, this was published with the recent update: (copied from Steam) -- -- -- Content Update changelist – Coming soon We are also working hard on a wider list of updates with a near future target-date to address some of the other feedback we have received including: Improvements to AI squad building and substitutions logic Further updates to the match engine Updates to player interactions Quality of life improvements Additional stability updates & bug fixes Localisation fixes and updates Data updates -- -- -- IMO that might not even be the 24.2 update... Maybe 24.1.2. (At least I have now database version 24.1.1.) And if those player interactions can ruin your teams morale, as told, then that next update should come ASAP.
  22. Something with licensing, they say. But, does that mean missing some late transfers in all the playable leagues, or in just a few? And, in any way, starting a new save would just mean that the starting date would be a bit earlier than normal. Personally, I'm waiting all those other fixes.
  23. There are at least some kind of licencing things. This can be found in the Comment on Update: What we cannot do is add players to the game that joined after the data cut off point – the roster list is set at a particular date as part of the official licensing agreement, and that’s how the license works for us and other partners. Sad part here is, that there will be an update soon in a few days, but also another... SOON. How soon - maybe even SI doesn't know that yet. I'm a bit worried about this bit of info in the Comment Updates to player interactions in that update coming on later. I have seen comments that these interactions can make your team furious for a long time. Not good. It seems that it's better to wait for these both updates.
  24. Has anyone read that comment on Updates through? Do you think that it would be better to wait those updates? Or is it safe to start a new save now, and those updates won't have any conflicts with that save? Thanks.
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