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Posts posted by Exius
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There are 36 visible attributes in the player profile screen which are gathered into Technical, Mental, Physical groups. Even for an experienced players it's difficult to orient in this wall of texts and digits. For new players it might be even more frustrating. Not to mention, this huge attributes list is completely unrealistic in the way how real life managers assess players abilities and skills.
The latest FM iterations introduce more and more stats which are used in real life - and that's good! We need even more real-life stats, so the game goes in the right direction here. But what's also needed - a full revamp of how the attributes are shown.
If you look at the real life scout reports which can be found in the internet, you'll see that they don't contain a list of players abilities. This data can't be gathered precisely in real life and actually it's not that important. What is more important - what player actually does in various stages of the attack and defense, his typical patterns of play and preferred moves, his key stats. For example % of completed passes into the box or number of completed key passes in 90 minutes tell much more about the player than just some "Passing" skill which can be interpreted in different ways by different coaches and scouts (and even in the game we don't know exactly what it defines - probability of the successful pass, pass technique or something else).
So, we need more user-fireandly, more readable and more close to real life attributes representation (which means that under the hood they should work as they work now, but how they are shown to a player - that's what needs to be changed).
With permission of @Geoff Newman I'd like to use his idea for this suggestion:
So, the idea is that based on the different combination of particular technical, mental and physical attributes - different assessment of various aspects of the game are performed (as strong and week sides).
I'd like to improve this proposition even further - the attributes can be assessed in such stages of play:
- Final third (attack)
- Transition
- Defense
And in addition to the attributes, preferred moves related to these game phases can be shown as well to complete the picture of playing pattern.
As a result by having a look at these it will be clear what player does in defense, in transition in the final stage of the attack, what you can expect of him and how you can use him in your tactics. And it will be readable much more clear than currently, when you look at those attributes list, and more realistic as well.
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4 minutes ago, DementedHammer said:
A simple solution might be just to change the visible attribute scale from 20 to 10 or maybe even 5. Then you can still see differences between players, but it isn't as fine-grained. You could perhaps even replace the actual numbers with the star system.
That's exactly what I suggested:
And I've been doing such mods since FM 2009 or FM 2010. I hope that someday they'll add it, as an option at least, so everybody will play as he wants. I guess, this is something that's very easy to add to the game.
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15 minutes ago, Mars_Blackmon said:
Old 3D engine players didn’t have faces on the pitch.
I don't think it has something to do with the regens 3D faces because all players (and managers) on the pitch have the same default face. At least that's how it was in FM 2019. In fact, you'll never notice it because there is no ingame camera which allows you to see such details so close. I noticed it only using a free camera in my mod for FM 2019.
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32 minutes ago, 99 said:
Same here.
I guess it's that tale of the boiling frog: if you put a frog in a pot of boiling water it will instantly leap out. But if you put it in a pot filled with pleasantly tepid water and gradually heat it, the frog will remain in the water until it boils to death.
FM didn't went that backwards (graphically) from one edition to the next, but over the course of various editions.
Nice comparison, but check another post with screenshots somewhere here - it all happened in FM 2018. They removed a layer with a worn out texture and a layer with some other grass details texture and now we have such ugly pitches. The same happened when they replaced newgen faces with 3d renders - they have gone ugly as well.
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6 minutes ago, Rashidi said:I do accept graphics not to be perfect on the first roll out of an alpha version which is exactly what the game is at the moment. Lighting effects, texture effects and the like take a tonne of work to do.
What about FM 2018, 2019, 2020 - are they still in alpha stage as well? Nobody says that FM 2021 alpha graphics are bad - the problem is that they are bad in the three latest released iterations. An they are not just "bad", they are worse than in the 10-year old FM 2011. I agree that we should wait for the release and see the final build. But what would you say if nothing changes there? Several latest iterations of FM show that SI don't pay much attention to this problem. What makes you think that something will be different this year?
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2 hours ago, PassIntoSpace said:
Ok this is going to sound harsh but please hear me out..
These new reskin "headline" features are a slap to the face to your fanbase.
The audacity to claim these as an improvement is absolutely disgraceful. The constant excuses are so obvious, "oh it's because everyone still runs core 2 duos from 2004 so we have to support them", "oh it's not the final version mate, wait a bit longer", "oh we do listen to feedback, and this is what people want", "oh it's because corona", "oh just wait for another video to showcase 'new' stuff", "oh the winter patch will fix this issue". I could go on and on.
If you're not ready to release an actually improved product then skip a year or two and do something like a normal database update, I'd much rather support that. What you are doing is calling these as an improvement but what you've done is repackage things slightly and called it new and great and charge full price.
Where are actual showcases like: transfers have been fixed? Better interaction with the board and players (not reskin aggressive to throw bottle, couldn't even change the dialogue or add new options)? When will you fix the set piece set ups that constantly rearrange your positions or miss players completely? Fix absurd stadiums, plastic grass? Fix animations to look human? Give options to difficulty? Rework the interface to avoid excessive clicks, modernize the ui? Make regen faces look half human? Fix actual me issues like, lack of central play, creativity, marking, op gegen pressing, rework stamina to mean mething? Make teams play differently? Rework CA/PA? Stop pretending the 3d engine looks amazing when ps2 graphics can look better and your own work from 2011 does too?
When one dude can make improvements to the physics file and make the game actually somewhat playble something is wrong and you need to step up and put in some work.
If you need a new engine then so be it, but don't try to pretend to fix or improve things on this platform if it longer works. It's very obvious at this point. You say you need constructive criticism and you're afraid to show your new devs to this forum, this is what it looks like uncensored and you need to hear it. Until you make actual improvements and show them properly if they do exist I will no longer buy your games.
Harsh but fair. You just nailed it! Couldn't said better myself!
I think you just explained why I stopped playing every FM iteration - I agree with every single word you have written.
Stagnation is a natural process for any such long game series as FM, I'm afraid. And it's aggravated by the lack of competition in this market.
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1 minute ago, destmez said:
Texture pack - Can be a solution but they have to let ppl explore me Files or engine
There are a lot of pitch texture packs but they can't solve this problem entirely. As I said - it seems that some texture layers are now missing and packs have nothing to do with it.
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3 hours ago, treble_yell_:-) said:
Evolution of the games visuals. All 1920x1080 images taken from gameplay and not Youtube.
2020 is a 1440p image on max settings, the second 2020 image is 1440p Very Low settings.
Great work! Thanks!
So, it started in FM 2018 - they just removed a couple of texture layers from the pitch. It was made to optimize the game performance obviously, but aren't 3 years enough to find another solution and get old cool pitches back?
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For those who are advocating new FM graphics I made new comparison with FM 2011 using the same screenshots you've provided here. Do you really see no difference? Pitch was worn out more badly (near the goal and in local areas of the pitch) the grass had much more details, the lightning and the shadows was much better.
P.S. Frankly speaking, don't look at the text labels. Just look at the graphics and tell - what game looks like a new one and what is an old one - the left or the right one?42 -
33 minutes ago, HUNT3R said:
They have to think about all of their potential customers. You would be outraged (and see the previous 4 pages for evidence of this) if they only showed that 'blank' pitch when you have a top of the range PC. On the other hand, the users on the other end of the scale would blow a gasket if decent graphics and detail is shown, but they don't see it when they start playing. It might even be potential law suit territory.
This is called different graphics settings. Most of the games use it and there is nothing bad in it. I don't understand why they can't make "blank pitch" setting for low-end PCs and full detail settings for high-end PC.
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2 hours ago, tyro said:The right side, (a) is showing the lighting changes, there are also other parts of the video showing better texture, and (b) usually the highlight videos are shown on lower quality graphics and not the higher ones. That does not really make it for an accurate comparison? Every statement, picture taken out of context can support one claim or another.
I have played this game since FM11. If you actually use 3D, you will see the differences and details added.
Yeah, they make features presentations on a lower quality graphics settings intentionally. That makes perfect sense... in a parallel universe.
I play in 3D either, with maximum quality. And I remember that in 18 and 19 the pitch quality was much worse than before. I don't play FM every year, so I can't tell when exactly it started. And I'm not the only one who has noticed it. Check skinning threads - there are a lot of threads replacing original pitch textures with modified, but they are still nowhere near the quality of FM 2011. At some point SI has simiplified pitch texturing algorithms and that quality is now unachievable (the field can't be worn out so badly anymore and there are a lot of smaller details that are missing). I understand that it was made at some point to optimize the game performance on weaker PC, but, come on, it's almost 2021 now!
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Feeling disappointed... It seems, I'll skip this one like I skipped FM 2020. I hope the day will come when they announce a massively improved ME as a major headline feature, not these minor things nobody cares about. Every year I see a lot of cool ideas in feature suggestion threads and it seems that they choose the least interesting and important ones.
PS Can someone explain me, how does it happen that even in FM 2021 the pitch looks worse than in a 10-year old (!) FM 2011? Is this something so difficult to fix?
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On 01/09/2020 at 10:44, GreenTriangle said:
Does a coach not care if his (tactical) offensive defender has some offensive skills?
Definitely! That's why we need to talk about masking attributes which are not relevant for the chosen position AND role. In your case (if we talk about ball-playing defender dor example) some offensive and technique attributes (along with the defensive ones) should be relevant for his role and shouldn't be masked.
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I think the main reason why they implemented it this way is because there are a lot of player roles with hardcoded behavior (some playing patterns in attack, defense, positioning on the field) and some PI would interfere with this behavior. The way to solve this problem as I see it can be some sort of custom roles editor which will allow us to create our own custom player roles with a custom set of players' instructions.
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It's been said a lot of times that having real stadiums in the game is impossible due to legal issues. But we even don't need it, frankly speaking. All we need is just a way to bring them to the game ourselves - a stadium editor. The same way we bring to the game a lot of club icons, kits, players' photo - all the stuff which is not in the game initially due to the same legal issues.
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11 hours ago, mister.cool40 said:
Going more organic with the game isn't a bad idea,however it sometimes takes away the clarity and causes confusion.
Yeah, that's the idea! IRL coaches don't have such clarity as we have in the game (they have more clarity, on the other hand, by watching over the players' training performance). By having tons of these numerical attributes we have an advantage over IRL coaches. Current "attributes masking" option tries to lower this advantage, but I'd like to have a one more option - "partial attributes masking" or something like this.
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Every new FM iteration I play usually I make some small tweaks which gives me more "realistic" feeling by the game. I think I've already suggested some of theese years ago, so doing it again, hoping that some day it will become an option in new FM:
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First person view camera. I did such mod for FM 19 and it's not working in FM 20 unfortunately but the idea is pretty clear - allow us to view the match with the eyes of our virtual alter ego (maybe even supporting the VR some day...). I tried that in several saves in FM 19 and the immersion was way higher than with any other camera angles. The graphics are still way off from PES or FIFA but they are already good enough to watch the game from such angle and feel that you are really present at that virtual stadium and watch the game with your own eyes. There are much more details and small animations which can be noticed from this angle and which you usually don't notice with some other cameras. Of course it works best if you are a hardcore player and watch every match in full details with a normal or a bit higher speed.
Well, even if you don't want to add the camera in the game - just let my mod be working again and I'll do the rest... -
Logical attributes sorting. There are a lot of player attributes in the game and all of them are sorted alphabetically (which means they are in different positions in different languages) and sometimes it can be difficult to read them with a blink of an eye. What I made with a custom localization is trying to sort them by the areas of the game they relate to - attack, defense, technique, etc. I think we can have an option in Preferences which allows such sorting by default.
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Non-digital attributes values and not key attributes masking. One more "realistic" thing you can notice in the picture above. The idea here is that IRL coaches definitely use some performance tracking systems which show various player stats, but I doubt they use attributes system similar to FM. Of course every coach knows how good his (and maybe other familiar) players are in some game aspects - heading, passing, shooting for example - but I don't think they rate players on 1-20 basis. It's something not realistic. I think they rather rate their players like, this one is excellent in passing, is good in heading and has decent technique, but bad in tackling - or something like that. So the idea here is to translate 1-20 attributes to something like 1-5 and make it non-digital (stars, bars, etc.), which I achieved by using custom font. Yes, there is an option to show attributes as bars already in the game, but they are too precise - I mean you still can differ 17 attribute from 16 attribute, even when they are shown as bars. So, my idea is to decrease that scale.
And one more addition which can be only partly achieved now (by using custom attributes color) is to mask attributes which are not relevant to player's position. It's doubtful that any coach rates his attackers defensive attributes, or his defenders attacking attributes - because they are not relevant for those players. So, we can mask them except if there are some outstanding rates (for example a defender which has very good finishing - IRL coach would definitely notice and remember such details).
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Since I haven't purchased FM 2020 yet, I can't check it. Can anybody try it with the full version? I tried the mode with the demo, but it wasn't working, the camera didn't appear in the game. If that's what happening in the full version - bad news, guys. There is nothing we can do - SI decided to remove this option then.
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2 hours ago, Hovis Dexter said:
That's really interesting. I'm fascinated to see that workrate is not included as this is one of my key attributes when assessing players. I also include natural fitness as one of my key attributes but I'm less suprised to that excluded.
I haven't tried, but I think by modifying those files you can change the octagon categories, or maybe even adding more edges with new attributes. When I have time, I'll experiment with it.
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You can check this in Panels/player attribute analyser outfield.xml and Panels/player attribute analyser goalkeeper.xml (for GKs).
For outfield players these are:
- Defending: Tackling, Marking, Positioning
- Physical: Strength, Agility, Balance, Stamina
- Speed: Pace, Acceleration
- Vision: Passing, Creativity, Flair
- Attacking: Off the ball, Finishing, Composure
- Technical: Technique, First Touch, Dribbling
- Aerial: Jumping, Heading
- Mental: Decisions, Teamwork, Anticipation, Bravery, Determination, Concentration.
For GKs these are:
- Shot Stopping: One on ones, Reflexes
- Physical: Strength, Agility, Balance, Stamina
- Speed: Pace, Acceleration
- Mental: Decisions, Teamwork, Anticipation, Bravery, Determination, Concentration
- Communication: Command of area, Communication
- Eccentricity: Eccentricity
- Aerial: Aerial reach, Handling
- Distribution: Kicking, Throwing
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1 hour ago, 99 said:
I do and I would love to start my career in the reserve / u-X teams. But to truly work, a manager that would do REALLY well in those teams should have a slight preference from the board to manage the first team in the future. Being able to bring the youngsters you've been managing already to become the next stars. Like Guardiola at Barcelona did.
This part should be developed further in the game. I remember how I was a manager of B team and when they sacked manager of the first team, I applied for the job. And then the board was disappointed with me for that, they were also disappointed in the interview and asked me why I was applying for other jobs while managing a team... So, the game currently doesn't recognize that it is actually the same club and you are not applying for other jobs, you are just seeking a promotion.
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If they have a special edition, which is more expensive than the standard one, does it mean they'll make editing club logos and kits more difficult? Otherwise I see no reason to overpay for a single club logo, kits and facepack when you can get all these (and not just for one club) for free.
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1 hour ago, Johnny Ace said:
Does anyone know what the "Play out of defense" instruction actually effects?
I know it'll reduce the backline's passing length but I'm thinking it wether or not it'll reduce width & tempo too. Visually, I think it does but would like to know for sure
It does nothing with passing length. It adjusts defenders movement and positioning so that they are more often open for pass.
I'm going to show it in my next tactical experiment here and I already have some interesting results.
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1 hour ago, Johnny Ace said:
Libero (A) is the most offensive DC role, I don't know how involved he'd get with a Very Attacking team mentality but that's probably the most offensive you'll get
The only logical FM way would be to throw him upfront as an extra striker with a TM(S) role
2 minutes ago, zlatanera said:Yeah he's not really a defender any more is he? The formation on FM is pretty much the defensive shape, so he's always going to try to get back there out of possession. So you would have to add him as an extra striker.
Yes, it was the only solution which replicates the correct attacking movement, but it doesn't replicate his defensive behaviour. If I move him to ST position - he just stays forward, while IRL he comes back when the team loses the ball (not always of course, but if there is a dangerouls attack coming - he drops back to his defender position). So in terms of FM it's more like a box to box midfielder but with larger roaming range. So, it seems there is no way to replicate this precise behavior in FM.
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Attributes revamp
in Reviewed
Posted
Not necessary. The idea here is to show the character of various aspects of the game based on combination of the related attributes - this is something very difficult to understand by the attributes now. Maybe only the most experienced gamers can see these tendencies by judging the attributes, but this is the opposite to the real life. In real life it's extremly difficult, if not impossible, to assess pure technical attribute without mental attributes, because you can judge only by outcome and the outcome depends on the psychology. And it's much easier to assess where and how player plays the ball. So, in our example, let's say a player has 11 passing, but better vision and decisions, so he is more expansive in passing but not very precise. You may prefer picking him for lineup rather than more precise but very restricted in passing player.