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wazzaflow10

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Everything posted by wazzaflow10

  1. @Cleon Understanding there's no perfect blanket answer for this, just general concept based on your explanations of the roles above. Suppose you find yourself playing against a team that likes to press high up the pitch and your tactic uses as DLP as the central midfield creator. Are you better off switching that role to a regista to reduce the chances that you're caught in possession at the back? Trying to find a balance between play risky short passes in a press and hoof it long to clear the danger.
  2. on occasion. favorite save was on there too. Probably open a support ticket? Seems too small to be corrupted.
  3. Do you mind posting your starting tactic? Just curious how you get this transformation. The drop in mentality is such a counter intuitive thing but makes complete sense in the context of how the game has to be played. Brilliant work though.
  4. or when they're in acres of space and wait until a defender closes them down for your 3rd corner in the space of 30 seconds. And that inevitably results in your center backs passing amongst themselves at least twice before giving it directly to the opposition's striker for a counter attack.
  5. You're better off just trying to get loads of throw ins. They're way more potent in this game.
  6. Thanks. I actually read this years ago and forgot it exists. Worth re-reading. thanks.
  7. Is there a site/resource/guide that highlights the combination of roles you can play in the game that make sense? I know in real world terms what I would want my players to do but I don't think the game necessarily follows that same logic. Just looking for something relatively simple to read and get an idea of why or why not you'd play certain combinations of roles and duties.
  8. Things like these make it hard for me to get into the game anymore. I took a long, long absence from playing the game just out of frustration of watching away teams get nerfed and top levels players forgetting basic skills. Just tried playing a game last night. The thing that made just turn it off and really just not want to play again was watching my right back close a player down after a cleared corner but then immediately retreating to his right back position letting the opposition walk right in on goal since every other player on my team decided it was prudent to just ignore the man with the ball. There's no reason for that and I can't believe SI aren't aware of it because it happens constantly. There's too many of these out of position/wacky decision "mistakes". Maybe I'll try again next year maybe not. But the last 2 years I've been completely unable to get into any save due to some of these glaring errors in logic.
  9. When art imitates life! This game loves hiring former players/managers to clubs they've already been at though. Not sure why Tuchel would even been in the running in that scenario. Probably need to make a cool down timer or something.
  10. I've already submitted a bug ticket for it. Away teams do not score enough goals compared to real life. The AI managers are likely too cautious especially as small clubs but there is definitely weird behavior for players when playing away from home regardless of team/player stature and ability. There are certain elements of the match engine for me that, at times, make it unplayable. Away players will simply abandon chasing a ball down or completely give up after getting closed down and let the defender have the ball. I can understand mistakes in decisions etc etc. This just seems like a weird element of this version that prevents away players from playing to their abilities. The only time you ever see that at home is if you're playing a high pressure match or against a big club.
  11. There's probably a billion coaches who'd play two right footed DCs but would shudder at the the thought of playing two left footed ones.
  12. I got mine to stay back but have to set it to short throws otherwise i'll get about 1 in 3/4 thrown right to the opposition standing inside the penalty area with none of my players around him at all. There are 2-3 standing short though.
  13. I would swap Mount and Fernandez in this system and put Sterling on IF(a) and possibly Fernandez on CM(s) (Possibly with the stay wider and/or take more risk/more direct passes PIs - game by game, player by player decision). Fernandez Havertz and James (Plus Lukaku & Kante in some situations) will all be occupying the same area. I think that's too many. There's no outlet to move out of the right side of the pitch without hitting a long ball to either Mount or Sterling. I get what you're trying to do in theory but you've compressed the area where your playmaker is too much. In attack with your current formation you'll look something like: Sterling Mount - - - - - Lukaku - James - - Fernandez Havertz - Chilwell - Kante - - There's no real release valve here for Havertz. It'll get very congested around Havertz and result in a lot of hopeful hurried diagonals rather than pin pointed killer passes. Instead you want it to look like this Sterling - - Mount - - - Lukaku - James - Fernandez - Havertz - Chilwell - Kante - - Now you have at least two ways to attack the oppostition by pulling the defense towards Havertz but also giving him room to operate. the primary way is to release Mount and James down the right and potentially play 2v1 or 2v2 with the idea they can square/cross to Sterling (I'd put low crosses on as a TI). Lukaku is also going arrive late in the area with a full head of steam if the play makes it down the to byline. The second way is if Havertz gets the ball into Fernandez and the defense is napping, ball watching etc... Sterling could have a through ball between the RB and RCB (who might be focused Lukaku or Mount). The key is recognizing your strategy to score with this idea is isolate Sterling against a RB. So tactically we want to pull their defense towards the right side of the pitch as much as possible without congesting the area for our creative players and give each player an opportunity to make progressive passes.
  14. There's quite a bit of 3-4-2-1's with 2 AM's in my save in England. If I'm home and expected to win, I typically start with a switch to a 4-2-3-1 and a mid block with an anchor man or DMd playing on the side of the AM that pushes forward and a DLPs on the other. It accomplishes twothings. One it gives the opposition a chance to vacate the space I want to attack. Playing a high line against a team who is content to sit in or sparingly counter doesn't accomplish much imo. They're not going to take many risks so putting them in positions to only take risks causes them to just hoof it away. What we want is for them to move up the field enough for us to actually hit them on the counter if we can win it in midfield. Two it gives me a 4-3 numerical advantage at the back and lets my fullbacks/wingbacks push up higher to overload the outside, Having one of the fullbacks on attack duty is key to the overload I leave the other on support for balance. And if you're confident in your defense you can put him on the DLPs side to really cause headaches with overload down that flank. Their AM is forced to decide to either mark the DLPs and make it a 3-2 at the back or let the DLPs dictate the game when I'm in possession. I'll also pull my forward into the AM strata as a CompFwd(s) if I have a player capable or DLFs/PFs/F9 otherwise. Playing through the middle of this formation is impossible so creating some movement between a CF and AM to force their central CB to make a decision is a good way to open up space for an IF/IW/AMa/SS who can get behind one of the other two CB's. I don't have the slightest idea if that's right but it works for me most games.
  15. I know what that means in real life but is that reflected in the game as an Adv. Forward? Poacher? Pressing Forward with attack duty?
  16. There is a funky effect going on for away teams though. I even submitted a bug ticket for it. In a test I ran over 4 years away teams scored 230 goals fewer in the game game compared real life PL stats. Liverpool and Man City give up fewer than 10 goals a year at home consistently in the game. That's happened maybe once or twice in the past four non covid seasons. I don't know if its a reputation thing or a mentality thing but there's something preventing away teams from performing realistically in attack. I don't know if it was in the ME when the game was released but it's there now.
  17. You've done something with an n of 1. Anything could happen with an N of 1. Simulate some seasons and do a t test on the number of managers sacked compared to real life.
  18. Do you expect them to fix it on the spot? The game is millions and millions of lines of code. Not much else to say other than we'll look into it. If you provide hard evidence that it is something out of the norm you'll get more traction. But it's not something they can just go "if (manager_sacking == too high) {stop} else {continue}"
  19. I've known they're there but never really bothered to figure out if there was any benefit to using them. Might explain why I never get much from set pieces. Anyway placing a player on the far most go forward slot opens up a second row of positions that you have to swap players back and forth across the line to get them into slots 2-5 (1 being the near most slot). Why are these hidden and why do you have to go through this incredible task of manipulating players to get it to become available?
  20. Thanks Michael. I know you guys do soak test frequently and it's possibly come up on your radar. I don't expect a silver bullet here obviously since this isn't a traditional bug fix. I don't recall it being as drastic in the release day version, hence the post. Main frustration in the game is currently looking like rockstars at home and then sunday league players away - in an extreme sense. I did another test in Spain (2 actually) as an "out of sample" validation. I'd be happy to share the results if it's helpful - though its mostly the same conclusion.
  21. @XaW Could you export and attach the first four seasons of the combined table of your save for the PL table (assuming you ran it on full detail)? I did a test yesterday and found away teams were about 220 goals short of RL stats. This would be on the newest match engine just for clarification. So if you don't have it not a big deal.
  22. Yeah I know it's technically possible but you get the winter transfers in the summer so it's a bit of double dipping. Then if you do disable transfers in first window to stop teams from signing even more players I think a lot of teams that have their first windows in the winter can't sign anyone but can lose players. Maybe a nice middle ground is omit winter transfers or delay winter transfers option. I'm sure that's it's own can of worms though. Its not a gamebreaker just slightly ruins the immersion to start the game.
  23. Some additional graphs. relegation teams get hammered in this match engine when playing away. Even after adjusting for the blackburn outlier of 60 goals against. And home goals scored mostly okay. Relegation teams should score more and mid table teams should score less is really the only trend but we're not far off here.
  24. There is something wrong with team performance in home v away. I simmed four seasons on full detail for the premier league. There's just simply not enough goals coming from away teams. Over the four seasons simmed there have been: 2394 goals scored for home teams, an average of 29.9 per team with a standard deviation of 12.2. Compared to the four most recent non covid affected seasons in real life there have been: 2362 goals scored (-30 really good!) an average of 29.5 per team and a std dev of 11.3 these are pretty much equal and a t test fails to reject any hypothesis that these are different distributions. No complaints on the number of goals scored at home. - 30 goals over 4 years is exactly the kind of randomness we'd expect. However for away teams in FM 23: they have only scored 1647 goals. for an average of 20.6 per team and a standard deviation of 7.95 In real life away teams: 1865 goals scored (difference of ~+220 goals) an average of 23.3 per team and a standard deviation of 7.7 More importantly this results in a rejection of the null hypothesis at the 5% level. Indicating there is simply not enough goals scored by away teams in this game. Even given this small sample size of sim tests, it confirms what I've been seeing while watching games in the match engine where away teams players make significantly more "mistakes" than they should be given their talent level. Some of these the ME don't even mark as events. To understand what's wrong I ranked teams via points from real life and the sim into 80 rows each from high to low (rank 1 is most points rank 80 is fewest points). Above zero indicates more goals were scored (and in later graphs, conceded) in real life than the sim. I did rolling average of 5 teams on either side of the ranking. There's no real pattern here. Every team seems to suffer a bit in goal scoring when playing away. The 10-20 placed teams are benefitting a bit from being grouped in with the title contending teams and would fall more in line over repeated sampling to show a more smoothed feature where they slot in between 1-10 and 20-30 more nicely in both graphs. The bigger effect I think is seen that teams simply don't concede enough at home. The spearman rank coefficient here is .03 and not statistically significant. It should be noted though that the effect may not be linear when looking at the graph. There should be about 3 goals more conceded per team at home on average for all teams in a season. The home effect appears to peak around the mid table teams (between 30-60) where we're probably losing out ~4-5 goals against a year per team. What does this do for actual results? Well, interestingly away points won pretty much mirrors the home goals conceded plot. Title contending squads and relegation level teams aren't winning enough games relative to their real life counterparts My conclusion? I think playing at home is too overpowered. The obvious answer is that away mentality in the game is too low. Particularly with relegation scrapping teams. I disagree with that notion. In watching many games I've noticed that there are a lot of events where an away player will behave very, very differently than they do at home; that is certainly an understandable and desirable effect. Teams generally perform much better at home. Based on the evidence here we are bang on for home performance in terms of scoring goals. It appears that away teams are nerfed too much (particularly mid tables teams and below in the Premier League) in composure, decision making, morale/motivation or some component of technical abilities to replicate a sufficient number of goals scored by away teams. tables for the sim and RL. 2021-22 PL RL results 2018-19 PL RL results 2017-2018
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