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wazzaflow10

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Everything posted by wazzaflow10

  1. Yes but that was prefaced with "Whilst we’ve constantly been having discussions over the years on how to improve our backend technology, back in January 2020 a small group in the team were assigned to start discussing the future more intently across the studio, to work out what to do to really push our technology forward. This became known as Project Dragonfly; a root and branch look at all the technology we use in the studio." Games as a service would be in reference to Stadia and Gamepass and Apple arcade where it's a subscription to access the game. I doubt they're removing the core of successful business model for the past 20 years of owning the game outright.
  2. I don't think they're saying that at all. They're saying that people who play the game via gamepass or apple arcade but don't actually purchase the game will lose access to their save if they do not buy the game permanently because of licenses. SI is doing us a favor by having transferrable saves and thus opening up the possibility of keeping a save onto the new game. I've played the last two versions via gamepass on my pc but thankfully never really got into any save that I cared when the license expired. I'm sure others have felt the pressure to buy the game at the last moment to keep their save. But that also reduces the current player count if players are sticking with old saves and not migrating to the new game. So its not 100% altruistic. They definitely care about having high active players via apple and microsoft sourced players. So for that group of players its incredibly important to retain active users for them rather then let them defect from the platform. I doubt very much they'd abandon buying a game outright for those of us who buy games through steam or don't have gamepass (because well frankly its expensive). They might however work out an additional deal with steam to say buy an upgradeable key to move from one version of the game under a generic football manager title where you get the latest version of the game for a monthly subscription but that's a big risk instead of just asking for full price of the game upfront, considering most players last less than 300 hours in any given year.
  3. Don't worry. Renyy got banned for rage posting. I guess the forum wasn't for him
  4. That was incredibly, incredibly refreshing read. Thank you SI. Looking forward to the new developments.
  5. Playing various version currently on 21. The last handful of penalties I've been getting have been "that was a tight call". I've missed every one of them. Almost like the game is "balancing out" well that was undeserved so no goal for you. I know I can't log a bug but seems awfully coincidental to be well that was a random miss, it happens.
  6. I don't know this 100% but my guess is setting UEFA YL to top priority and continent to either ongoing or standard. You'll have to restart the UEFA YL every time but it will prioritize it. I don't think that's the most efficient way to do it since your scout will likely be travelling a bunch around Europe rather than scouting. I think you get better/quicker scouting results being a little more focused in a smaller geographic area. But obviously you need to balance your scouting needs based on the number of scouts you have. tangential question for SI. For the bigger teams like Man Utd for example the game starts off with more scouts than allowed. You don't have to get rid of anyone but you can't replace as they retire. Is this a limitation of the game that you can only have so many scouts for balance or just the wrong integer put in?
  7. Yeah really weird right? Like just let me set up whatever tactic I want and barrage the AI with 4 striker formations. Maybe Pep will notice my tactical intellect and i'll be his ass man while guiding City to back to back trebles!
  8. I think it depends. If you have one that is ongoing then I think the limit is 1. If you have them on standard you can restart it and they will cycle through their focus list. You're probably better off scouting Europe with an age restriction of 15-18/21. Or for better results probably scout an individual nation if you have the # scouts to pull if off.
  9. No one strawmanned you or abused their mod privileges. you said this 9 hours ago, so yeah you kind of did say you wanted total tactical freedom or to use your words "break to ****". I'm not sure what else you could have possibly meant by that considering the thread is about rethinking the formation system and it's limitations.
  10. I'm assuming the AI is capable of it if it's in there and being demoed. Its along the lines of why in career saves I tend to not use asymmetric formations. And why wibwob while fun is never coming back. though I'd love for someone at SI to say they're developing something in the backend to see the tactics in game to help evolve how the AI creates tactics.
  11. I'm not sure how you can construe anything that was said as a personal attack by anyone here. Also if you're going to be disingenuous in your responses i.e. coding then I don't expect to continue the conversation in good faith. The response isn't why don't you code it yourself but rather you'd have an appreciation for how difficult it is to even make a minor change. You'd understand that asking for quick fixes and total overhauls is nigh on impossible without major setbacks in the very thing your asking for "total tactical freedom". Last I heard the engine was in the millions of lines of code. Just to run the match. Maybe the stagnation in the match engine is because they've stopped developing this iteration and have moved on to a new module that allows them to not have to band-aid over a limited base concept. We're also at the behest of SI needing to show SEGA they've made updates to the game. SI and SEGA execs aren't going to be wowed anymore by the match engine than they already are. There's plenty of match moments they can show to say "look it looks like a real football match!". A short upgrade featurette of new for this year is the Stones inverted halfback role and they do a side by side comparison of how that role looks in real life and the game. And then they move on. No one at SEGA really cares about minutia of the engine. What they care about is the flashy updates that can sell the game. So SI needs to devote some time and resources to new features. That's the reality.
  12. Because this game isn't create crazy tactics simulator? They're creating a game meant to be based in the real world. If someone is exploiting a weakness in their engine they're going to patch it. If they can't patch it they'll remove it. I don't see how that's controversial. You're missing the nuance of both points. the original point of this thread was having zero tactical freedom. Its just not true. You can recreate some real life tactics. Just not Pep's formation, yet. In 2-3 years they'll likely have a way to do it since the game tends to follow real life. But I'm sure by then someone else will be complaining they can't immediately recreate Pep's new master class. SI can only do so much in a given year and Pep certainly isn't giving out tactical secrets. I personally choose not to use asymmetrical formations because the computer for whatever reason cannot or does not either. It's not an immediate exploit since not all asymmetric formations are inherently exploits like a wide midfielder and a winger and DCM/CM/AMC on opposite sides. But if you told me you created a Z formation I'd question what you were doing. I don't disagree. But that's not really been the topic of this thread. The majority of development should go towards improving the match engine. We've had the same bugs in there for years now. Throw ins and crosses namely have been bugged for as long as I can remember. And this year my personal favorite is (particularly when you're a weaker side or away from home) your players simply give up either closing down or dribbling so the opposition can just have possession. I went back to playing FM18 and its refreshing to not see every cross blocked and every throw in turn into the best chance of the game. Your center forward will actually flick the ball onto a teammate who runs onto it instead of to no one. There's actually errors in passing too, not the kind where your player dwells on the ball for 15 mins and then picks out the other team with 3 other safe options. Ones where you can see what they're trying to do immediately and it doesn't reach its destination or its behind the runner and you get a Ryan Giggs FA Cup semi final counter attack. But that version certainly has faults. Pressing/closing down is pretty bad. 1v1s and long distance shots are pretty meh. Frankly the release version of the ME was better than any of the patches they came out with. Its been that way for probably the last 3 iterations. They all end up in the same place at the end though. I don't think there's much to separate FM 21 to FM 23 in terms of how the ME plays out as a whole. There certainly was when each came out though. Best I can hope for is they're coming to an end of a dev cycle and 24 or 25 will introduce some freshness and eliminate some long standing bugs they haven't been able to fix.
  13. I think you need to visit the tactics forum. There's plenty of people who recreate real tactics pretty well in the game. Every realistic base formation is possible. How the players move with and without the ball is up to the roles you select for them. Not every movement is possible because SI hasn't had the time to code in every prominent new role into the game. But by and large as roles have entered the modern game they've included them after a few years. If you feel nostalgia for sliders and fiddling around with go back and play FM05/06/07/08 then I guess.
  14. Then I guess go play CM 01/02? What rules have no place in reality? I'd say having a system in place where your right back can't cut all the way across the pitch to be your inside left forward is pretty realistic. Do you give up some flexibility? Sure but how many teams have a John Stones that will step up and play in the midfield beyond the Libero role? 10 years ago dropping your defensive midfielder in between the center backs was revolutionary (for modern times anyway). Or Thomas Mueller's raumdeuter role. Or the wide centerbacks role They're all in the game now. In 2-3 years they'll have the Stones role coded. If the SI developers could invent roles that they'd probably be working with Pep not on this game. You're never going to have the newest fad of tactics in the current year. Frankly you don't need it because unless you're playing as the team with that player you're not going to have a someone suitable for that role anyway. Legitimate question, have you ever written code before? There's more features aimed at making the game more realistic by shutting down exploits that take advantage of the match engine's limitations. Its impossible at the moment to program a match engine that can handle every scenario a player can throw at it. Maybe in 10 years or so, with enough video footage, there could be some form of a neural network + markov chain where a match engine can be created to mimic real life and learn. But that's an enormous task. OpenAI took 50 years of industry development to implement into something that is passable. If SI were capable of that we'd probably see the game shut down b/c Man City would want the engine to test out tactical scenarios.
  15. I almost never use asymmetric formations anymore because it can be considered an exploit. It'd be nice if the AI would adapt to these or even use them. I do think it'd be beneficial to have a Wib-Wob visualizer only (rather than tactic creator) so you can see how your team will attack and defend. That would go a long way I think to helping understand the nuance behind player roles. I know SI probably doesn't want to make it to easy to unlock the secrets of a good tactic and dominate but for the non experts it would be much easier to understand why there's a gaping hole in your formation.
  16. The current format provides some limiting structure so that you at least have to pick a formation that is within reality. In some of the CM days you had total freedom of player positions. Some of these freedoms meant you could find game-breaking tactics that the computer would never consider and that SI could never possibly test. People still find ways to overpower the engine on occasion but they are much easier to root out and eliminate. So the current engine will always be behind "modern" tactics until the player movement can be hard coded and tested.
  17. While 7 games isn't enough to call it a trend or expect it to "balance out" in that short window generating 2 or 3 expected goals is still generating 2 or 3 expected goals. It is a little misleading statistically to say "check where you're shooting from". It would be much more beneficial to say if you're shooting from a lot from long range there's likely going to be more variance in your actual goals compared to your expected goals. Thus, you're going to have more games where you get "FM'd". This is similar to NBA teams who's strategy is to shoot 3 pointers repeatedly. An off night means you might only score 85 while an on night you might score 130+ while generating 110 points for both games. What the "xG can very quickly become inflated with getting tonnes of shots off" line of thinking proposes (unintentionally) is that there is an inequality present in the distribution of goals from the ME based on if you're a high shot/low quality team vs a low shot/high quality team given xG is equal. If you ran a trial of multiple seasons half of whom are high shot teams and the other half are low shot teams but generate equal xG they should, as a group, end up with no statistically significant difference in the number of actual goals scored. However the high shot team might have a wider distribution of actual goals scored on a game by game basis than the low shot team hence unequal variance and therefore possibly more inconsistency in results. in the long run there should be no fundamental difference in actual goals whether you employ a high shot or low shot strategy if xG is equal.
  18. I have often debated whether to quit the game entirely. I put it down for long stretches. But it scratches an itch that no other game can replicate so every so often I boot it back up and get sucked in again. tbh it's not the lack of control that gets me, it's the "one game you're putting 5 past your opponent to the next game you're questioning if all your players are colorblind" dynamic. I think the lack of feedback in terms of tactically this system is sound and players x,y,z just had off-days or yeah you need a total overhaul contributes to the general frustration on top of the receptiveness/predictability of the match engine for highlights.
  19. Its definitely not decisions. I am playing with Premier League teams and cross more often is on for the players that should be crossing. They should know when to cross. Just refuse to do it when it is on. I've not seen a free kick goal scored in a long time either. Plenty of spectacular saves though.
  20. What a small world lol. I just randomly got hired by them in a LLM journeyman save in FM18. So if I picked to start in summer of 2017 its possible they stayed up that year since its only halfway through the season. I probably still have the same on my desktop. Think I left it off getting slaughtered in OBOS-ligaen. That was back when I had time to play and deal with LLM stuff. Now I just go to bigger clubs because I want the meat of game for transfers and newer features you don't always get managing semi-pro or smaller teams.
  21. No worries. League One is the third division in England but Ligue 1 is the top division in France! Clearly there needs to be a UEFA league naming convention mandate. I had to check if I added that league as a separate file but I was certain I had real players in there. I remember my main forward being an 17/18 year old guy named Dalseth. Doesn't seem like he had the career in real life like he did in my game.
  22. I did a Norway save with Follo FK in 2018 so its definitely been in the game at least since then.
  23. You'll make up for it with throw-ins that occur between 6 and 20 yards from the byline (if it's between the corner flag and 6 yards you'll get called for offsides). If you want to win a game, play for set pieces and get as many throw ins as possible. Free kicks used to present some danger now they're just one of the many unplayable features of this version. I thought the release version was quite good and its gotten worse with every update. I went back to FM18 just to see what a cross looks like. Can only watch a player ignore 10 yards of space with three attackers waiting in the box and wait until he can clatter it off a defender's shins so many times. Sure some of the finishing in 2018 is bad and the shots look wayward at times but at least I'm not watching the same throw in routine or my right back run across the pitch to deal with a ball my left back is standing next to.
  24. This already happens in the game though. Young players who perform well in high reputation leagues than they previously played in can grow very quickly. Ones who struggle or play in lower tiers or with poor facilities grow slower usually. But there are always more than a few players in every game who have the potential to be leading PL/La Liga/Serie A players but never do because they either never got the chance, had too low a CA to be considered, or injury. Your scouts just don't tell you the players who have low CA have high potential when they're 21+ or 24+ because the probability that they're actually capable of growing that much is miniscule. Ironically you say this. A player's maximum potential is something that is unknown without an editor. So for all intents and purposes every player on your team is capable its only until you lift the lid off that you see who is and who isn't. There's loads of "bad players" who are capable of playing in higher leagues in the game but have low star ratings so people dismiss them. I don't know how you would control this. Simply put you're saying everyone on a big club should and will turn into a player capable of playing at that level. More young players wash out of top level teams because they're simply not good enough. If everyone was capable why doesn't Man City buy every young player and let them train with the first team? They'd never have to spend more than a few million on transfers and then could turn around and sell everyone at massive profits! Additionally, the game at its core (maybe not the past couple due to weird development bugs) is perfectly capable of producing a Jamie Vardy style of player. The problem is Jamie Vardy himself is such an outlier you can't expect to get one every year with every save. How many Jamie Vardy's are there in the world currently (besides himself obviously).
  25. You'd be a better shooter up to your natural limit, yes after 1000s of years you would probably hit that limit. But what makes you think those 1000s of hours would make you the best in the world at that skill when others with more natural aptitude have not been able to achieve it? Ignoring your technique rating at the very least would have to be high enough to allow you to pull it off. Here's a real world example using Messi. Do you think with infinite time Messi would be able to achieve the same Jumping Reach rating as Cristiano Ronaldo or is he naturally limited by the fact that he's 1.7m tall?
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