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wazzaflow10

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Everything posted by wazzaflow10

  1. Real clubs operate within the PSR now so the debt adds up and if you go recklessly spending in the game it will catch up to you fairly quickly. Its not hard to do in your first few years as a big club especially if you start paying in installments and don't work on negotiating the price down. Given there's not even a single screenshot of their spending and they've bought at least musiala and barella in the first two seasons its entirely possible they might be running afoul of PSR if they spend more.
  2. Was reading the byline article today and had an idea/suggestion?/question? related to the blending of positional elements and overloads. Maybe someone here has done this with the current instructions. I'm not savvy enough to know how each TI/PI interacts with these sorts of roles. We know the great improvement this year was the intelligent movement of players to adapt their positions relative to other teammates. For me it was one of the biggest steps forward in the match engine in a long time. With it though, I think came the loss of truly being able to overload an area without some Frankenstein formations. It's still possible for sure but players tend to keep their distances at equal-ish intervals. What came to my mind was either a team or player instruction to dictate how much space you want between two/three/four(!) players that want to move into the same space. For instance the example they used had an AM-APs Mez-a and IFs on the right side. In my experience they'll all be someone equidistant across the AM strata. Notable the AMC APs will move into the AMCL slot more often than not. But suppose I wanted to really draw the opposition to that side to release the left sided winger or draw the LCB and RB more into that space to give the forward a diagonal pass in behind. I want those three to move together and combine and start drawing more defenders towards them rather than make it a series of 1v1s. I should note that as a personal preference I do not play asymmetric formations because the AI cannot and I think it causes some confusion in the ME. So sticking the AMC in the AMCR slot would not be an option for me.
  3. Yes there should be some obvious exceptions. For example Madrid paid €70M for Endrick which is obviously much more than most Brazilian teens go for when they move to Europe. The game could do with some faster moving reputation for U18/U21 players in big youth tournaments. Playing well in those tournaments should give them a big, big boost in perceived CA/PA as well as reputation to attract larger fees than your standard youth player. It would also make that player less likely to join the smaller European clubs so it'd be much harder to wonderkid hunt. I do think there is something kind of wonky about the values this year in the sense of I've seen players I've sold go from being worth £100M to being worth £300M right after being sold. It'd be good to get some clarification on what causes that from SI. Is it just the perception or is the game trying to put a price on the player but also say "not for sale" unless you really pay up.
  4. I wonder how much of this is the stature of the club you're playing as? There's always a big club tax for Man Utd or Real Madrid it seems in real life. It absolutely should. Players playing in the top leagues in the top teams should be worth more than players playing in lesser leagues even if their abilities are equal. Valuation shouldn't be directly tied to some number of how good players actually are and can actually do but rather how good the world perceives them to be and what they could potentially do. It should be reflective of pedigree otherwise the game is just telling you who the best player are without ever seeing a single attribute.
  5. I'll try this approach next. I might be backing off too soon for fear of injury. Last question - for players coming back from summer tournaments, do you send them on holiday after or just integrate them back into the squad?
  6. I try to bring the first team back in slowly with match fitness. So a lot of the early games are either squad or breakthrough players getting minutes with first team players coming off the bench at halftime or later. Whats typically your target for number of preseason games? I let the AssMan schedule them - I'm too lazy to do them myself. And I'm never sure if its too much and there's not enough training time or if its not enough game time and that's why I tend to get in trouble since only a handful of my starting XI are truly match fit by the time the league starts.
  7. You don't have to watch the entire match - just long enough to see why after 30 minutes you've only got 1 shot. As you gain more experience, you'd be able to switch formation/instructions to something that you know generally works. It won't always. I recently had a match where I was getting carved open and found myself down 0-2 in the first 10 mins before adjusting my players PI's on who to mark and came back and won 3-2. I tried a similar approach in defensive positioning/marking against an opponent a few games later and was crushed 4-0. There's no one size fits all approach in the game. For better or worse it's not really a speedrun game like it was maybe 10-15+ years ago. Though depending on your view of the sliders and even further back to WIBWOB, this system could be considered much easier to set up and play and speed through seasons initially. However, teams do adapt to your form and will play much more cautiously if you're winning a lot of games. So really the best thing to do until you're able to spot the issues from comprehensive or extended highlights is to watch more of the match. Also make use of your opposition scouting. If you see they're likely to pack it in you'll be better prepared for making changes during the match or even before it. The shortcut to not watching the match in full is to go to the tactics and training site that was linked previously. There's some really excellent tactical instructors that can give you the feedback you think the AssMan should be telling you and ways to accomplish the alternative way through teams that pack it in. Think of it as if you were going to a UEFA coaching course. Coaches share ideas there all the time.
  8. Thanks for the additional info. I've played concurrent saves with dave's increased injury mod and one without - obviously with increased injuries more severe injuries are possible but I'll try upping the intensity next preseason I have for both. In a 21 save I remember barely getting to/through September with enough players and had to tone training way down. That might have spooked me a bit with preseason intensity. Also, the last few years I've been playing as bigger teams than a decade or so ago due to work and children. I've been enamoured with youth players and giving them chance to show me their abilities. I should be more focused on getting my first team in shape minus one or two special youngsters that might actually break into the team at some point within that year.
  9. Generally what's the best set up for preseason? As in what should I be aiming to achieve for each player? I find it hard to get everyone to match fitness by season start. There's either not enough games to get everyone to full fitness or too many that players can't recover in time. I also feel like the game doesn't represent a good mechanism for when the WC or Euro's take place. I try to replicate real life in giving players who went X number of weeks on holiday based on how far they went in the tournament and how much they played.
  10. So player values are heavily influenced by the league they play in. A player on a Premier League team will be worth more than an equal player in South America. So when you sign a player into a higher reputation league the market value reflects that change instantly. Its not the best mechanism in practice as it does give away the player potential at times. It should be driven by demand imo. How the game generates demand and interest from AI clubs though seems to be a long standing challenge though. Off topic: I do think the best way forward with scouting is to change to the scout/coach perception of attributes rather than fixed/absolute number. If you scout an in form player their attributes/perceived CA should be higher than it is in reality. Likewise if a player is out of form their attributes should be lower than reality. And by reality I mean what the ME would use. I'd be fine if it were a toggle-able option at game start for those that are new or don't want to work that much at scouting. For me though one of the joys of the game is finding, buying, developing, and selling players. But I know which ones to sell and which ones to keep. It would be more dynamic if a player who is out of form starts seeing attributes decline and I think I need to find a replacement. Or a player who is in form, do I think this is their true growth potential or do I cash in while they're looking good?
  11. Started a save in FM24 using Your World and took over Chelsea on deadline day. There were a number of deals completed prior to my arrival - I think a few of them arranged prior to the game start date, chiefly Nicholas Jackson and Christopher Nkunku are pre-planned deals. Poch also bought Ugarte as a big ticket item. The final total according to the Transfer history tab sums up £185M after I made a £25M purchase. Additionally the club brought in approximately £150M in transfer revenue for a net spend of -£35M. Now I know Chelsea have some FFP issues probably coming due the spending over the years but something seems off with the finances in the transfer expenditure. I've highlighted the forum I was asking about it below along with some screenshots. It seems like to me there should be an additional £77M (I think i missed Chillwell's payment due to timing) per year for a few years that gets tacked on. But as you'll see in in transfer expenditure in the finance tab it totals over £215M for the current year. At a glance it seems normal given that £185M was spent in the summer and there's an additional £77M coming due to payments. However, the timing of when those payments seem wrong. I certainly did not spend £70M in fees in October of 2023. Nor have I spent £40M in March/April/May (not sure why it says £40M in April in the chart but last month on the table while it is currently April). The other strange thing to me is if the bulk of the £185M is actually due and the club is paying that out over the course of the year, there should be £150M of revenue being accrued during the same 12 month period. So far to date players sold totals £40M. Which again, I'm not entirely sure why there's £21M in October here. The math doesn't seem to line up here. I've uploaded two saves. The point in time where I've spotted the error and the transfer deadline date before I've taken over as Chelsea.
  12. I'm not one of those people that can immediately diagnose but... First suggestion would be to watch the match in full. You might see you're losing the ball in similar patterns. Second suggestion would be to post your current tactic and the one the opposition is playing. If they're playing something like a 3-4-2-1/5-2-2-1 it'll be very compact in the middle. Its hard to say what exactly is going on with just summary statistics. Third suggestion is your players are complacent after such a winning run and need a reminder that effort is required to win. Or your team is just having a bad day at the office. Its bound to happen during a season. Man City drew Crystal Palace at home. Nothing to do but move on to the next game. Don't go chopping and changing a tactic that has produced excellent results otherwise Fourth suggestion is because of your winning run teams are sitting deeper against you and content to let you have the ball out wide/in your own half. It doesn't appear like you've set your team on the typical high intensity gegenpress but you might want to allow the opposing team some space in order to create opportunities in behind. Fifth suggestion is if you're really frustrated, take a break from the game. Come back with some fresh ideas and attitude so you can look at what's happening without the frustration. I do this pretty regularly.
  13. Good tips so far. Some shouldn't be necessary but probably come about because of some of the issues that popped up in the game this year. Scouting should be much broader, more players with some knowledge, with recommendations being a subset that fit the criteria. #4 is a little gamey if you're playing a "scouted players only" save imo. It doesn't bother me if people play this way but part of this is the "wonderkid hunting" that makes the game easier for the human than the AI. I personally try to avoid this sort of route. You should have to at least scout a player before getting a MV and it should be as broad as the PA is unknown to reduce how strongly correlated it is with actual PA.
  14. I haven't renewed any contracts, certainly not £70M worth of contracts in one month. Outlined the installment plans and their payout dates. Not sure on loyalty bonuses but I'd assume they'd be paid out more evenly or remaining balance upon sale. I'm certainly not selling anyone outside of the window where that'd come into play so significantly. I believe Agent fees and loyalty bonuses have their own line item now too. Even so, I'd understand a few million difference to account for these extra fees but this seems to be 200M+ on top of what they've already spent. I would expect the transfers that already at save start (Jackson & Nkunku) to have been paid/accounted for already in the budget. I'm basing this on the fact that there isn't nearly £150M in transfer income from transfers that happen on or before July 1. To be honest I'm not even sure what happened in October that generated £21M in revenue. I feel like this has to be a bug or some transfer fee schedule isn't show to us. The math just doesn't line up.
  15. @XaW I didn't realize there was another thread with the same topic feel free to merge if necessary.
  16. Just tallied up all the clauses in the game and their dates. 77M in fees paid out mainly in January, July, and August. Don't think this is it.
  17. Has anyone come up with a reason why transfer expenditures are occuring outside of the transfer window? I most certainly did not spend £76M in October, nor did I spend £41M in the last month. On course to fail FFP as a result. There were £185M outgoing - most of which was bought before I got there. I can't figure out how £185M becomes £216M and that's assuming the transfers that did happen prior were actually counted starting in July 2023. The only players I've brought in are the bottom two.
  18. Part of it is probably due to playing for AZ and Real Betis are proof there is some high level talent that your other players haven't shown. I don't think its a reputation is A therefore value is B sort of thing. I'm not sure SI are in a position to give us the exact formula. But I'm kind of pleasantly surprised that players who have played in a top 5 league have significantly higher value than those who have not. To me it represents there is some value in a players pedigree beyond the current situation. It speaks to if you want a more "known" player you have to pay for it. Granted a good number of these players are likely going to be free transferred because they are ultimately replaceable. We have to remember the player valuations are also an accounting exercise for the club to balance the books.
  19. They'll still use it for future reference. Sometimes its hard to spot a logical error until it happens in the game. FM25 would still be using the same logical concepts.
  20. The only other thing would be if the injury rating was very high. You can have peak fitness but be very highly susceptible to injury. Best to raise it as a bug so that they can have an example to tweak how it works so that it isn't run everyone into the ground and then sit half the squad.
  21. Are you/they running away with the league or in the relegation zone or both in direct competition with each other? The game doesn't know what team you are managing. Its certainly not random though as its been hinted by SI that lower priority games will see more rotations. So either they thought well no chance at this one, better to save our team for matches we can actually win or we should win this easily so we'll rotate. Best to upload the save prior to the game without any editor modifications to the bug forums. You'll probably get a better explanation there if something is wrong. I'm also assuming you're not using any other mods - while useful SI can't really comment on/fix effects from 3rd party changes.
  22. need more context. Who are you? What kind of match was it?
  23. Oh I wouldn't have a clue because I'm not sure why a Serie A club would be interested, unless either your scouts have poor JPA or Udinese are desperate for cover. I'd start lining up replacements though because any decent offer I'd probably sell and see if I could find another player. He shouldn't be hard to replace at your level and with 18 months left on a contract its a good time to sell before value starts dropping. I'd also see if you can get a bidding war going if Udinese are truly interested. That will help drive the price up.
  24. That sounds about right. It should be to reflect the difficulty of replacing a player midseason. How else would Andy Carroll be worth £35M?
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