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toolkit68

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Everything posted by toolkit68

  1. I believe some brain-working is in order to solve this - to the best of my knowledge there is no simple single line in-game that will answer this for you. Afaik the limit is 70% of the turn-over - which is easy to figure out by going to your finances->projection. There you should have the turnover for both the current season and the next 2 following ones. Wages is obviously also in finances->Wages and I believe the game is using the numbers in the very bottom of the wages screen (Player wage total-> Division team currently belongs to)
  2. Mate - if a specific wording or sentence flips you of be so polite to use quotes and dont just use 'words' or 'statements' - this is the internet! You can link to someone else's rubbish directly, marvellous isnt it? That is my original statement by the way. If you related to anything else please use the quote function.
  3. Everything in my posts is based on SI's own descriptions in the manual , in dev posts, tooltips ingame, descriptions both in game and so on. The roles of all directors is shown in tutorials, in tooltips and so on. Have you ever read anything in the game actualllay, because your question for a source feels like you have not. Edit: And if you make an assumption based of my post that i am a developer you are both right and wrong at the same time. I do develop software but I do not work for SI. I post as a normal player who has been playing the different versions of FM for years now.
  4. Source of what? Maybe try two or three words in a row? It is called sentence for a reason
  5. This entire problem is based on players doing thee wrong thing here and mixing things that are invisible for a reason and the visible and controllable stuff with each other. Potential ability is found twice - as something the player can see in the regular interface and a number value in the database. These two are not the same!!!! As to the problem at hand: The visual engine is your friend here and not someone's videos. A player that can use both feet to a certain degree is length more valuable in terms of play than one with just a single strong one. This can be seen extremely for strikers , offensive midfielders and so on. Certain methods like switching flank position of your wingers is impossible unless players have decent feet for both sides. Players listed as good or very good but being 2-footed are in general better performing certain tasks on the pitch than excellent rated players with only a single strong foot. I listed strikers as extreme example for this for a reason as I continously see strikers with only 1 strong foot being hampered in getting the ball into the box when pressed by defenders. The ones with two decent - strong feet show in the engine they cope a lot better with the same situations as they had 100 percent more options where to turn to whereas the one-footed ones can only turn to one side and often get blocked that way.
  6. Setting targets in contracts - as you could already for a while - does have influence. By setting specific goal, assist or combo of both you could encourage players to behave different. Many a selfish striker has been made into a team-friendly winger or AP this way by me. Especially the assist part is most definitely having an influence on players activity on the pitch. Goal-targets in contracts also have a clear influence as you will notice attackers getting busy especially towards the end of a season if they can still hit that goal for the juicy bonus.
  7. People dont moan about getting help but about the feature itself. It is like handing a crutch to a player with a torn hamstring instead of sending them to a specialist. Sure it helps but does it really solve the problem itself? Probably not. As long as we have had the different types of Directors and their specialities they have never worked as advertised/described/promised (use your favourite word here). If a problem persists and is covered by offering solutions that are at best hotfixes or work-arounds then people moan. PLus - this new version costs new money and the old features that dont work will probably still not work.
  8. I dont know if the AI will be able to use this as well. The current DoF is heavily bugged in a way that if you dont micromanage things yourself and offer those players to clubs for example, they will sit there and all you get is a message about the DoF not being able to offload. This is a programming problem that hasnt been fixed for a while now. Simply said it looks like the hooks that are meant to trigger certain activities are simply not working unless the player actively does something once in a while to refresh those triggers - like offering them manually out to clubs.
  9. You misunderstand the point: The offloading of players falls into a certain responsibility area which is usually lead by the Director of Football (some call them Director of Sports, Technical Director and so on but for the FM argument this is what the DoF is for). The usage of intermediaries is not questioned in general but the implementation is. At best this feature is a sub-button on the DoF UI when you place players on the 'unwanted' list - it is not a major feature as SI makes it out to be. Instead of fixing the bugged offloading this feature is promoted like it is the real solution to a problem - which it isnt.
  10. Fire-sure signs of potential wonderkids are more often to be found in their price tags instead of using the media descriptor. Leandro Morgalla is such an example. He used to play in a 3. Division club in Germany when i bought him for 2 million euro but his value was listed on the double digit millions (20-25). it took him a while but last season end he switched from just centerback all the sudden to wonderkid for a while.
  11. It should be mentioned that decisions is mostly used for offensive calculations where concentration is much more used for defensive calculations. In other terms: Decisions is used a lot when passing a ball for example. Whom to pass to or where. While concentration is a major attribute for your defensive players (includes goalkeepers by the way) - low concentration often leads to stupid opposition goals like in defensive corners or through balls.
  12. Not every game minute counts the same way afaik. If you gave this player constantly just the few last minutes in a game those might not count fully - i think the threshold is somewhere around 70 minutes (being subbed in after that might not fully count for game time). This is something i know for sure effects prospects and youngsters when playing as a sub and might be the same for that player you posted.
  13. This is pretty much in a nutshell what Football Manager is really about. You are supposed to manage things - especially finances. There is no challenge in simply spending vast amounts of money on something i 'wish' to have. Making it possible is though. Revenue streams are not just player sales. Friendly games versus 'ranked' teams can flush some extra money into your emptied coffers too. It doesnt matter if you win but you fill the stadium and get some nice revenue if done right. Dealing with the finances in a positive way is one of the major aspects of the game. Finding players that play for less than the average while still being good enough is just one option to balance those figures.
  14. This. Loaning a player requires you (the club) to have the rights of that player. That is what professional football is about since the employer acquires certain rights with that relation. One is loaning them out as they are allowed to dictate where the player plays as they hold a contract to that extend. An Amateur is not having that kind of relation thus cant be loaned out. He could play on his own there and come back to the old club if he wished so but the club itself has no legal instruments to do so.
  15. This is not something unheard of and a common thing in corporate business. There are always 'uncertain' income streams or costs that cant be calculated precisely on a budget. That is why one calculates overheads and keeps security funds for these. Discussing something here that I am sure SI has already thought about is kind of pointless unless you know more about the SI books than their financial director
  16. Modded games are just using a different database and are not touching with actual game features - actually they rely on them as much as the base game. Changing a dataset might create unwanted results if things are setup unrealistic but it is still just a dataset without own functionality.So I would assume you should be fine in future versions as long as those creators keep creating these databases.
  17. Make sure you check/uncheck the proper boxes for free agents etc - those might be the ones you get.
  18. This has to be the most unnecessary feature ever - seriously. There are currently 3 Director positions with each their speciality - Director of Football, Technical Director and Loan Manager. The offloading of players is and has to be a job to be fulfilled by the DoF as it is one of his particular jobs. He is already m,aking suggestions if one is unsure whom to sign for certain positions So instead of creating yet another sub-sub-sub-feature somewhere else the Director of Football interface and setup should be set up properly for this. In real life a club without their own knowledge about market prices and trends is doomed to fail so using an outsider without knowing those people seems to be the more unprofessional option than making sure that the DoF gets a proper makeover! Edit: I would like to emphasize the existing features once more - the Director of Football is responsible by default for the 'Unwanted list' - this is exactly what it means to offload players. The current system is at best sub-par what it could be. So please SI - dont introduce yet another extra feature that is already in the game but fix the existing problem!
  19. FM is by many means nowhere near anything 'real'. How players compete against each other and why one wins and the other loses a challenge is pretty much a blackbox too. You just assume that things are fair and real as your personal believe system suggest it is. Same goes for many mechanics in a game that is based on something in real life. The game is mainly dealing with managing the team etc - thus it requires tools and mechanics to do so without actually being a football simulator. FM has several mechanics that are subpar and unrealistic yet they are the basic part that allows the AI to do what a human does too. The entire basic setup favours the UK heavily due to unrealistic prices in that country and in long time saves this shows heavily. Unrealistic but still part of the game. You want that entire part of the database deleted as well?
  20. Footballers are workers - it is actually that simple. They fulfil a contract to deliver a certain kind of service which means if the service is below par what has been agreed on it should be possible to adjust payments for this service. That is what the fining does in FM as there are no other ways to adjust a player's payments directly other than firing them or putting them on the bench. In real life there are many more ways to challenge a contract including withholding payments etc. All this is non-existent in FM thus the fines are basically the only instrument we have left. If you personally dont like it then just dont use it. You claim you are not about cheating but are aware of that fining players influences their determination which is a rather advanced knowledge most average players will not be aware of since it is not easily documented in the manual etc. Removing an entire feature that is one of the few instruments to react to poor performance is very short sighted.
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