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Furmanbp

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Everything posted by Furmanbp

  1. He should not do training at your club when away on international duty. but maybe he is doing training with national team? I never run national team so I can not answer if they do trainings.
  2. mate, they have hundreds of bugs to work on. When they release patch they will try to adres as many as possible. Hopefully yours one is there, but I had reported 3 or 4 so I hope my are addressed ;-). But most likely big chunk of bugs will not be addressed as SI at one point will start to work on new version of FM, what also may bring some patching of old bugs, but that will be in FM24....
  3. I could not put it better in words. Exactly! I was trying to find what sekansfutbol mean by his particular sentences.
  4. @phantombandit Thanks for the video! Really well edited and well done. Thou about information he present us, I think that his statistical sample is to low to have definitive answer, both for CA and fatigue. Rather indication that it could do what he claim it does, and further investigation of that topic would make sense (what I mean to do it on proper sample size). Also I am not sure if he run whole season when he measure fatigue, he never state it, thou I would assume he does. What I want to say is that if his sample and amount of trials is to small then his results can be just totally random results. Even if its look like we would expect it to look.
  5. Mate I think you did not got what I had told you. And also as Neil Brock just added to my comment. If you did pre-seson training then your people are ready for season. And now if you do not do training during season then you have smaller (not bigger) chances to get injury during season. What do you mean by "physical change"? Physical attributes or physical condition, to which you refer before? That massage with player doing well in training is definitely out of its place but I would not call it game braking bug, rather cosmetic bug. In general trainings do not influence matches results. Apart from those that are "match prep" trainings. So those light blue colored and those for set pieces, colored red.
  6. @Neil Brock I am on board with most of what you said but I have to call BS here. Okay I will start with that I am not coder, but you can not code that? really? You can not code slow decline of attributes in long term? Let say if in 4 weeks player do not do 15-20 trainings as minimum then all attributes goes down by 1/5th? Roughly losing 1 point of attribute in half year. Thou those number are example and can be extended if player do less than some threshold then decline would be slower or player would not grow. I just can not believe that something so simple can not be coded. Hell sometimes my players, regardless of age get a wall of down-pointing arrows, even when doing all week trainings and playing a match on Saturday. That does not make sense, but if player does not train for month then it definitely should get that wall of down-pointing arrows. I am not sure but I think you wanted to say here: "There will be less injuries in the short-term as they're not training - less physical activity would mean less injuries, that absolutely makes sense and is expected behaviour. But longer term as that fatigue builds up, they have a higher risk of injury." Here is a question thou. Would fatigue build up if he have only "rest" trainings scheduled. Why would fatigue build up?
  7. yes please! Thou that info should be in game by default.
  8. @Neil Brock I would also like to add to Feron question. Can we be somehow informed what does change having more physios or sport scientist in team. Can we be shown what is benefit of having extra pair of hand on board. So as a (virtual) manger we can make a cost-benefit calculation of whether it is worth to have that extra person or not? How it could work? For example we could get an email now and then that physios taking care after too many players and we could consider employing another one. Or we could see an workload of current physio team in percentage terms in medical centre. When workload would be above 100% would mean that they are overworked and are less effective. Or maybe one physio is always enough?
  9. And that is interesting knowledge. That should be told to us in pop-up information window, either on tactic screen or in medical center or even both! Also, can we get access to all loading hints in future. I ma pretty sure there is a lot of knowledge there but my computer run so fast that usually I can not read more than a quarter of each hint.
  10. @sekansfutbol It is hard to read your post with such big font, that first xD. So, "rest" training programme increase physical condition, so obviously it could not go down if you only use "rest" in you training schedule, unless you meant something else when you wrote "physical condition" in first sentence. Less trainings mean that your player will develop slower, they will still develop, especially if they are young, because they are playing matches and that is the strongest kind of training you can get in the game, and most likely in real world. Also less training mean that there are smaller chances for injury in the match because players are less overworked. now saying that. How training works and players are developed is so vague explained in game that devs really need to work on game feedback, after 900h in game I still do not understand what mean an wall of down-pointing arrows that players sometimes get, does not make a sense, but that is topic for different discussion.
  11. To be honest we do not know exactly what they do because game does not tell us. We can only guess. Same is with training and having two coaches assigned to one training type. The game does not like to tell how this game work for some strange reason.
  12. I have written a long rant in other sub-forum. SI about game and feedback given by the game. I completely agree with you. Is it bug or not? Hard to tell to be honest, because game does not communicate with player properly on so many levels. After over 900h in game (FM22 and FM23) i am still not sure if that is me influencing anything (training-wise) or is it just happening by itself. Well i am not going to repeat myself, thou will add link to my previous post.
  13. Hi, I was not sure in which sub-forum I should post it. My stadium supposed to be finished on a week from 15th of June. On 25th of June it says that my stadium will be finished in 12 months. I have uploaded two saves, from 15th and 25th of June. I have also re-tried save from 15th of June and wait till 25th of June again and bug has replicated itself. Also before completion date start showing 12 months again for 2 or 3 days it was showing that completion date was same as starting date. but then it changed to shows that stadium will be finished in 12 months. Saves names are: puszcza 15th june puszcza 25th june
  14. I want to add, that I got this same issue. I had stadium sponsorship for 5 years for 2 mln each year and that sponsorship disappeared. I recently uploaded my save to different topic, name : performance fines I am already more than half way into next season so I am not sure if will help but just in case I post it here too.
  15. Hi, As title says, when I penalise my players for poor performance, money that is deducted from my expenditures total for almost whole month rather than one week. I had three players with poor performance. Monthly income as: 54.5k + 19.5k + 41k = 115k - that is their total monthly income, they get fined for one week for poor performance and my statement says that me player wages are -(negative) 106.3k. Also I have a question, as that may be bug, or just my lack of observations skill. When I "improve youth recruitment" through board request. Into which category cost from that increased recruitment goes? Into "youth setup"? as if that is the case then improving youth recruitment is either superb cheap or cost nothing at all. Although as I said, maybe costs increased somewhere else and I did not noticed it. Save name: performance fines
  16. yeah, I barely touched finances in my, too long, post, but yes finances need to be reworked. Completely, how much teams earn, how spend, how much players, managers, coaches earn, etc. Clubs should be financially responsible, and should have means to earn money too. Couple teams of lower leagues (all I have played, so I can not speak about every team) can not afford to pay players that are (by scout report) suitable to play in that league. Doesn't make sense. If we can not match it to real world data then let make it just to work well withing game. It would also be good if we could see history of our incomes and expenditures to the beginning of game, rather just last season.
  17. yeah good point. In general that game does not like to give you feedback. That is something that devs should work on.
  18. Good idea. lets make interface more user friendly. Interface really could use a lot of revamp. Its feel like devs do not play that game themselves :-)
  19. That was also happening for me even before update. But only if U19 match is on the same day as senior squad.
  20. Hi SI games, Hi game fans, Playing another instance of game, I have came to conclusion that there is some areas of game which should be addressed to increase fun that come from game. FM is really lacking on feedback, transparency and dynamism. Let my try to explain. I will first mention that some of my ideas here may seems as unrealistic in terms of, that you do not really get such information in real world. I agree, but I believe the best fun in game is when we balance between realism and fun in game. If I would like to have realistic football management experience, I would try to become real manager. I want to play a game that is challenging and rewarding, that is where you get real immersion. Therefore the said game have to have clear rules or/and give specific feedback, otherwise result seams somehow random and after particular time, become unengaging. You do not even know if it is you, who earned that reward, or was it just Random Number Generator. Nothing wrong with RNG as general, as game have to have some level of randomness too, to be challenging, but tell us where are they used, and how making particular actions in game we can influence it, so we know that we had earned that reward actually. I have finished on 6 points because I do not want to scare potential reader away. I could add couple more points if anyone would like to continue discussion. Each of points can be further elaborated, and maybe, even we could work on formulas for game engine, if anyone is interested in discussion, of potential of any of ideas. Technically each of those points, seeing how SI works, would rather need to be addressed separately in each new instance of the game. 1) Sometimes in coach report you get massage that player need to add consistency to game, and nowhere is clearly explained how, or if the things I do, do increase consistency. I have read many websites over last year and a half, watched dozen of videos about the topic and they in 99% keep repeating this same thing. So I do those things, like prise or criticize a player after every single, literally every single game, for about 2 years now and I still get this same massage in coach report. Players statistics does increased but "consistency" issue stayed as it was. So I am coming to point where I am not sure anymore if those advices really increase consistency, maybe internet is wrong on that. It would be good if game inform us on how we influence things in game. Could be easy fix - while you criticize your player you could have info that this could increase his consistency (or it could be said on coach report, what to do to increase consistency). After some times, whatever dear developers you believe is enough time, plus RNG(so each player is different), we should be informed by one of the coaches that particular player become more consistent. And we could notice that icon changed from bright red to reddish colour. For example it could be a year, or 30 interactions with player, plus or minus 30% RNG. Or maybe even more that 30% if player have specific personality. Possibilities to develop that area, and ideas that I describe lower are enormous. Let make it more dynamic, show us that we actually influence something. 2) More transparency on how training work, and why sometimes players get wall of down pointing arrows (not related to being old). So, sometimes we can see an wall of those down pointing arrows, game does not explain what happen. Is player get worse, or maybe it is staff member who was evaluating skills of that player, adjusted evaluation. Game does not inform us of why that happen, so we do not know if we doing something wrong or not. More information on what difference it make for coaching staff member to have high "motivating" or "discipline" attribute. For example it would be good to know if I always need to have coach with high discipline, or only it help with players who need discipline. Not all of them need discipline right? Game does not inform us about it. Same for motivation, some people (so I assume to some degree it should be reflected in game) does not need external motivation. Is it actually same in game, or motivation always play high role? It would be good for us to know, so we could better manage our training teams. Another thing is, If I put two coaches, one with high discipline and one with high motivation to coach this same assignment, would those two statistic be summed up? I would assume it supposed to be summed up, but game does not inform us about it. How about other coaching attributes? For example if I go to "staff page" I can see that my "coaching team attributes" are summed up as a total, but they do not work as a total, right? So wy we got that chart showing us total of all ours staff members, let say, "defending" coach attribute. Completely unnecessary information, or do I get it wrong? In that case how does star rating work in "training page" in "coaches subpage". Because from that area I assume only coach that is assigned to particular assignment influence that training. Maybe it is time to move from stars rating to something more informative? Maybe in future we could see that for example coaches that are together assigned to one coaching assignment have a synergy and increase quality of training, would that not increase depth of game? For example you could hoover over one of coach assignment and see that you need more "discipline" attribute there, but not necessary "attack" attribute, as other coach is already covering it. It could also be a rule of diminishing returns so for example having more coaches in general help, but after hitting, let say total of 20 points in particular attribute, it would be less and less worth to do that, adding cost of having extra staff would eventually balance to not have milion of coaches. Proper mathematical formula would sort it easily. Lets make it more dynamic! Another thing about coaching is that, if I have assigned one coach to particular training I can get "high workload". So you add another coach to that assignment to lower workload, that is in the game actually. But in game I can add one coach to every single assignment and that coach will lower workload in each assignment, I think that is wrong. One coach should not be able to attend all trainings. Each new assignment should divide his attributes and how much of workload he reduce evenly by amount of assignments. 3) Potential evaluation, especially with Newgen. If I scout a player that potential is showed to 4 stars, let assume that scout is pretty bad at evaluating potential. Will potential be evaluated in couple of months by my other staff that work with this player? That would be good, to know if such mechanism exist(maybe it does but game does not inform us about it, it should) and it would be good that this staff member inform me about previous wrong information, right? it would be stupid if one of the, let say, coaches who is actively training particular player would not inform me about previous wrong information, even staff with bad "judging player potential" should gave me better feedback after months of working with that player. Yes you do get sometimes that vague information when you hoover over player profile, next to stars rating "player who can still improve" or something like that, but according to who? Which of staff is telling me about it? Was it ever evaluated after spending months in my team? For example if you got newgen with 5 star potential, and that player does not improve at all within 2 years, then any of my staff member (now matter how bad) should be able to tell me that this person have not actually got a potential. Let make it more dynamic, show us that we actually influence something. 4) CA and PA. I think that is very old concept, I think you should completely scratch that off. Create dynamic "potential", that is depended on player personality (so hidden attributes) and coaching staff and facilities and amount of training done, rather than some set abstract value. Inform us better about increasing in attributes, right now you use them in value 1 to 100 (1 to 20 in game interface), but sometimes you do training for months and there is no sign of improvement, and then you got spike, and as a person who play that game, you do not know what influence those increases, they rather look random. Please be more informative on how it work. Again lets make it dynamic rather than kind of binary as it seems now (spikes still can occur obviously). Sometimes you got a new gen who in 3 years did not increased any of their attributes even a single point (or rather increased one month and then return to previous value month or couple months later). That is ridiculous, I know not everyone can by a professional player, but this is so unrealistic. Those players should stil improve, just much slower, in such speed that after 3 years you would say to yourself: "okay, you are not going to be professional player", but in three years training everyone should have increased in their skills, that is just natural for humans. I guess there will be individuals who will not take training to seriously, those players should obviously not see increase in statistics. But if you see someone who have average rating of training over a year over 7.5 and that person does not increase statistic that is ridiculous. Also, if newgen or players does not attend training or matches, their skills should not be growing. But from empiric experiments I can see they do grow. You can set up new league and new team and put everyone on 0 matches and 0 training. If proper hidden attributes are high, those players would still grow, that should not be the case. Let us influence it, make those hidden attributes only influence how fast those players grows, but only if we take proper actions, like having motivating and disciplining coaches, etc. Lets get rid of stars in general, and find a better model to rate players than current. It is very misguiding, when you get better player into team, that all others players starts rating goes down. We can come with something more informative than that. Let make it more dynamic, show us that we actually influence something. 5) Supporters. How does supporter base grow? As right now it is black magic. Inform us better about it. You have added supporter panel in that instance, that panel shows what is "supporter culture". If I am pleasing my supporters then I should expect increase in amount of supporters, right? The higher rating for longer the more supporter come to my matches. Fans watch my games and like it, word get spread, more people come to my matches. And opposite, I play football that fans do not like then I can expect that they will stop being fan after some times, so slow outflow of fans. And that would be amplified by results, but results should not be only factor. I am getting great results with my team, every single year I exceeding expectations and yet supporters growth is very slow, sometimes even negligible. Inform me why? And yes I have heard that teams from smaller towns get less supporters etc, as I mentioned at the beginning there have to be a balance between realism and fun. If you are 10 years into future, and you have won 10 times league, it would be stupid to have 2000 supporters in 40 mln country. It is said that 25% of population of Spain is Barcelona sympathiser, but in Barcelona does not live 25% of population (about 3%), so you can have supporters from other cities. Lets make it more dynamic. What about "community outreach" training? Let us influence fans a bit. I loose one training a week but might please my supporters and even bad match results will gate pass a bit, or maybe a lot, maybe I will do it three times a week for price of slowing growth of my players? Maybe too many "community outreach" training will have diminished returns. Make it more dynamic, let me influence somehow supporter culture. Maybe once a year I can add or remove one of their expectations, or change level of importance by one degree. Higher degree give or take away more supporters depending on how good grade is for that particular expectation. Let make it more dynamic, show us that we actually influence something. 6) Money. Why do I earn money in the game? Why others do? Apart from being more expensive to club, same for players? Maybe some usage can be made to money? So unemployed players or staff member would feel more inclined to get job the longer is unemployed? Maybe money could be use to develop coaches attributes, rather than just time, or support developing attributes as an extra to passage of time? Maybe earning particular amount of money would increase life standard of players and staff members. Maybe that could be another depth into the game? Let staff member and players earn money and spend it on something. Let make it more dynamic! Kind Regards, Furmanbp
  21. I have exactly this same issue since update. Different column on different screen but does exactly this same. I can not even move most right column back to be next to other columns, it is always like half of monitor size away from other columns.
  22. Hi, There is some kind of bug that make my youngsters to play in "under 19" and "second" team, although I never made them available to play second team. They do not show up in second team (over)view either. but when scheduled game of second team is finished those players are shown as they attended match.... What else has happened (as might be helpful to pinpoint the problem) that my second team started having regular friendly matches, from January 2027 so after 3,5 seasons. My second team manager decided that players in second team should also by playing games (YeY! :-)). In previous instances of FM my second team always was playing friendly matches, every week, but this do not happened until today..... Hmmm maybe that just happened after installing 23.3 version? that could be right. Here is screen shot showing my youngsters playing 5 matches in last 14 days. Save file is named as title of topic so: "Youngsters playing ridiculous amount of games". Kind Regards, Lukasz
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