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wazzaflow10

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Everything posted by wazzaflow10

  1. I think for Japanese companies (SEGA) the first quarter starts in April. Don't know if that applies here though.
  2. Its probably policy about what they can and can't communicate. I also imagine that there's never any communication about updates until they are 1000% certain its going to be a specific date is related to keeping their employees some degree of work/life balance. Devs get burnt out pretty quickly if you're being pushed to finish a task by a hard date consistently. The gaming industry specfically has some of the highest developer turnover. We don't know the tasks or goals they have to meet or the backlog they have to clear or the personnel situation (i.e. dev in charge of scouting is out on leave or left the company entirely). I'm inclined to give them the benefit of the doubt until proven otherwise. They've fixed loads of things this year already and we probably only notice a few. I don't see a whole lot of posts going around praising devs for bug fixes. There's been a few suggestions about possible fixes and we've replied those don't work. That's the nature of development cycles. There's nothing malicious or devious behind it. Pointing fingers at them or making accusations of ignoring reports or not working isn't going to make them want to solve this with any more enthusiasm. If its something that can be fixed I'm sure they'll do it. If it isn't I'd hope for a bit of transparency about the issue after the winter update comes out about expectations regarding if it will be fixed or not. We can all cross that bridge when the patch comes out. I'd rather wait and have them get it right than get a hotfix slapped on that breaks something else. Let's just be patient. Use it as an opportunity to do something else in the game you've never done before.
  3. I've only ever gotten a message like that in FM23 when all my scouts were on ongoing assignments and I wanted to add top or standard focus to their list. If scouts are all performing ongoing tasks there's no break for them to do other assignments. If I remember right FM23 would queue assignments so you could have a scout go France > Belgium > Holland > France and repeat. If you do ongoing and assign all three you'll never progress to the 2nd task in the queue. That message seems to me more like a warning that we can't get to that right now but we will once we complete our current assignments. Don't know if that's right or not. Just my experience with it. There's definitely something specifically bugged with scouting/finding U18 players. I like to at least be aware of players but since the december update I've watched the number of U18 players dwindle in my save. It's odd because you can manually set them to be scouted if you use the player search and they show up but it won't happen organically. For me it ruins my immersion because I rely 100% on scouts to sign players instead of going to the player search screen. My hope is that this isn't a workaround to prevent people from scooping up wonderkids before the AI can sign them. I don't think they'd do that but it's crossed my mind.
  4. From a programming perspective: It means they likely are merging different development branches back to the master. Say there was a team focused on fixing issue #5 and another team focused on issue #6 etc.. Well now you have to bring those two pieces of code together again. Its not uncommon for branches to have conflicts because they work in isolation to resolve issues. When you merge them back together it highlights conflicts and you have to resolve them before the merge is accepted. Once all that work is done then you can test if the game behaves the way it is expected to with all the changes together as one entity. If it does you have a release candidate that will likely go through a full QA cycle. If it doesn't you'll open a new issue/branch and develop a fix and redo the previous step until it all works. Every company/department/team has their own slightly different processes but generally follows this sort of cycle.
  5. Well the solution here is to allow a degree of learning from the AI managers. The best managers will fundamentally understand your tactic and look to exploit weaknesses better than the bad ones. The real challenge is to prevent them from exploiting the engine in the same way a human currently does. If that happens then you'll get unbeatable Peps and Klopps unless you also exploit the engine and their tactic. And every time you do manage to exploit them in a new way they'll learn and start exploiting that too. In a way that could be it's own sanity check though. Let some machine learning program essentially tune a bunch of tactical instructions and then penalize ones that produce unrealistic/unintended results to keep the AI and users honest. The engine change might provide more capabilities to check exploitation due to its modular methods rather than perhaps the monolithic behemoth they have been bolting onto for the past 25 years.
  6. it'll circle around again. The game always fluctuates between mentalities. Diniz is the anti-Pep supposedly so he might bring a new wave of tactical instructions that break positional play's rigidity.
  7. What do you think 75% of the job is being a manager? You have to deal with the personalities on your squad. When something bubbles up either you screwed up, the squad doesn't respect you, or your man management/discipline traits are too low for the level you're managing to prevent it from being an issue. Really if anything there isn't enough unrest in this game of any consequence. Its very easy to just ignore players and wait them out. Especially once you're established at a club.
  8. I remember reading something that all the technical number 10s have been disappearing due to the current pressing style. I think Ronaldinho, Zidane, Riquelme would be perfectly fine playing today given how good they were but you'd have to compensate elsewhere for their lack of outstanding physical attributes. Certainly couldn't have a more than one of them in a team.
  9. Yes jumping reach was brought in to simplify jumping crossed with height due to confusion around comparing someone like Crouch v Cahill aerial ability in older versions. It effectively measures how high a player can jump and is more or less bounded by the height of the player. How do you determine if someone has to jump if you don't have height included in the engine? Its just basic logic. Additionally, if two players have the same jumping reach a taller player has a small advantage.
  10. Height determines if the player has to jump or not. So it absolutely is a factor in the ME.
  11. It tells us that the match engine can't handle something this extreme. That's about it. You can't divide by zero either. The whole world of math isn't broken because of it. You just get extreme values in the form of +/- infinity. There's no one in the world that has this kind of attribute distribution or would ever have this kind of attribute distribution without editing. As a result, this isn't something that was likely tested during development. You have to remember they have limited time and focus to make things work in the context of the real world. Its not worth the time and computing power to make up some crazy extreme limit test and then spend development time fixing a problem that would never happen organically in the game. It would be a more compelling test/conclusion using real players or newgen players who fit these two profiles as best as possible. But that's also not the end of the test parameters. There's variables like tactics and morale and a whole bunch of other factors you have to account for too. CA isn't the be all end all of the game. If it was, then it would just be a matter of getting the top 11 players in the world and clicking any generic tactic and smash every competition. Thankfully for us the game is much more complex than that. It's entirely possible in FM to win with lower CA players if you carefully construct your squad and tailor your tactic to highlight their strengths and hide their weaknesses.
  12. LOL! Who's bringing the popcorn for the forum meltdown and the 1k comments of "GaMe Is ScRiPtEd"?
  13. Agreed. That's why I consider it an extreme event. None of the kind of players they've created exist in the game so its not possible to even implement. The game isn't meant to be solved in that manner.
  14. I mean there's CM 01/02 you could try out. little late since most of those players are kind at the peark or back end of their career. But you'll get to see some of the wonderkids from that era in an alternate reality. 20 year old ronaldinho to name one
  15. That's kind of true in real life. Those first four are elite, elite talents. Berbatov and klose were very good players with very good careers but never considered in "best player in the world" tier.
  16. I don't think its a matter of aggression its also what you're asking them to do with the ball. A slow technical team trying to play direct and playing balls into space on top of also trying to gegenpress is likely going to suffer as we saw. If those 9 attributes are actually the only ones that matter then we should be able to take what is supposed to be a poorly designed tactic and dominate. These sort of tests (again not knowing for sure what tactic was used) seems to stretch the extreme boundaries of the game in all directions. It might be useful in a context of physical attributes are more important than corner kicks but probably isn't useful to SI in terms of smoothing out the edges of the engine. We all know the game has limits. If we're all invested in testing these limits then we should do it constructively and with rigor to help improve the game rather than make claims on reddit for upvotes.
  17. I don't think that biased at all. Injuries robbed him of so much. He spent the four years in between WC's on the trainers table it seemed. Miracle he managed to perform for Madrid but really fell off afterwards. I think they leave stuff out like this for legal reasons. Just like no real players have bad personalities. I think it kind of ruins the game in some way.
  18. LOL that was before we started referring to him as the fat ronaldo. Just took me a minute to switch. I remember watching him dominate World Cup 98.
  19. I spent the first half thinking you meant Cristiano and was like he's shredded at 40 what do you mean he got fat. Then it clicked. Shame on me lol.
  20. Are we calling average getting 7-7.1 ratings instead of 8/9s? Or are you saying he'd get 6-6.4s? I never played as Barca during the early 2010s Busquets was never really a player to get a 10/10 match rating irl though. Same with Deschamps or Makalele. Those players never get credit but they're important to letting the star players function. I don't think there's anything wrong with giving those players above average but not great ratings. That's just the nature of the position, its an under appreciated role/duty. Also its too easy to sign great players in FM because we know what the attributes are without question. The game would become significantly harder if those values were subjective based on factors like form, training, coach/scout opinion. Precisely this. 20/20 pace/acc like those players is impossible to deal with. That's what makes Adama Traore so difficult to deal with in real life too, plus the strength. His technique/descisions let him down obviously but you can see his impact instantly. I think we all kind of suffer from just viewing highlights sometimes with this game. The engine isn't going to show Traore dribbling down the wing and launching a cross into row z. If you watch a full match I'm sure it happens plenty and you'd be pulling your hair out just like every wolves manager for the past 5 years. He might do better in the game b/c of limitations in the engine dealing with pace but I don't think its far off. Its basically a given that Daveincid's injury mod is necessary to limit how much you can press in the game. Maybe not within the match but eventually the entire team will be jaded or injured if you don't let up. I might be one of the few but I have high hopes for the unity changeover that will hopefully simplify the code and make it easier to address some of the things we see in the game.
  21. Wasn't this Theo Walcott? Amazing, blistering pace, incredible talent until injuries and age took it from him and then his poor technical/mental abilities made him virtually useless? I don't think there's anything wrong with physicals having more of an influence given the nature of the sport. It seems (and this has been brought up by you in this thread) like the best counter to that is rather than trying to reconfigure the engine, energy and fitness should suffer greatly if you play every match at extreme tempos. I think players being asked to press high should see their fatigue drop faster than in currently does. Otherwise you risk playing the last 15-30 mins with players who are gassed and then the physical attributes aren't enough to compensate for the lack of mental/technical skills. Thinking back, I wonder if they tried this in 23 but the centrebacks were the ones losing fitness rather than the midfield and forwards causing it to be logged as a bug and eventually abandoned.
  22. I think the interesting thing is the "meta attributes" are based on using supposed tactical exploits of the engine. Ironically these attribute are critical to making a tactic like this work. I obviously don't know what tactic this "experiment" used but lets say it was spiritually similar to the one below. It would be kind of like throwing gasoline on a fire to then take the attributes that are critical to making this tactic work and pushing them to the extreme. Then the ironic part is to take all those critical attributes away and play the same system. If you had a team full of slow, plodding but technically gifted players and asked them to play an extreme uptempo style... would you still expect to win?? Really all we can say is that the engine is exploitable (like all video games) under certain conditions and you can push those conditions to extremes to make some incredible claims. I feel like in a different context if one of the supposed overpressing tactic's were used it'd be some evidence to say the engine will actually punish you if your tactic isn't suited to your players. It is, of course, contradictory to the previous statement but calling this an experiment is pretty generous. It can still be true that certain attributes have more weight in the engine but this reads more like an extreme exploit that would never occur naturally in the game than proof of anything.
  23. Not for nothing but this isn't really a reflection of the ME more than it is your desire to break it. You've given it nonsense and it's spit back out something equally nonsensical. This probably isn't something SI invests a ton of time in testing (nor should they) because no AI or human trying to play the game as intended is going to make a tactic like this. But rather than complain about how broken the game is and tell us you've deleted a game you love so much in great detail why don't you put it to constructive use and capture a few pkms and screenshots and help them improve what you're claiming is broken. It won't happen overnight but it's at least constructive.
  24. You are. The rest of what you said is what they call in AI lingo, hallucinations. There's no giant conspiracy. Its amazing to me people here think SI is some terrible development company but at the same time competent enough to do absurd computing things.
  25. Matches do not look at overall count of league or team stats (cards, goals, fouls etc) when determining the outcome of an individual event to make it fit inside a box. It's just pure conditional probability with the conditions coming from inputs inside the context of the match. To do otherwise would necessitate the entire season of every league be simulated every time you make a change or do something other than press continue. You'd be waiting for days in real life to complete one compute cycle.
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