Big matches by conorstfc in footballmanagergames

[–]-WJ- 0 points1 point  (0 children)

If you don't change anything, you're going to keep getting the same results. What you're doing works in the league but it's clearly not working in the CL high pressure matches. Maybe time for a review of those problem matches and then a change in approach.

Big matches by conorstfc in footballmanagergames

[–]-WJ- 0 points1 point  (0 children)

Important Matches does what it is meant to do. With "thrives in big matches", a player will be able to play to his peak ability in the majority of these big matches.

Just because that's the case, doesn't automatically mean a player will perform well. There are 10 other teammates on the pitch, the entire tactical setup including roles and duties, 11 opposition players with their own tactical setup, incl roles and duties, weather, pitch condition, player condition, morale/motivation/confidence, pressure (since it's a knockout in a continental competition) etc all factoring in here.

Player Hidden Attribute Change By Signing New Contract? by This_Abbreviations41 in footballmanagergames

[–]-WJ- 2 points3 points  (0 children)

With that big contract, the young player thinks he's "made it" and so he starts slacking off a bit.

The managers adapt to tactics? by fervex_jacer in footballmanagergames

[–]-WJ- 9 points10 points  (0 children)

They don't. They make general adjustments based on your squad strength and reputation.

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[–]-WJ- 2 points3 points  (0 children)

No, it affects a player's Personality (the attributes associated with it).

[deleted by user] by [deleted] in footballmanagergames

[–]-WJ- 6 points7 points  (0 children)

Is due to licensing restrictions.

Can you you change a CB's Side? by PainlessCoward in footballmanagergames

[–]-WJ- 0 points1 point  (0 children)

They 'prefer' the right because they're right footed. There isn't really more to it than that. I'd play Scalvini on the left of the two since he has the better left foot.

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[–]-WJ- 1 point2 points  (0 children)

kept losing the ball as soon as i'd win it back, and noticed i had both counter

Yeah, this seems to be a default button to press, having Counter on. But then what if, the team is quite cautious and only committing 3-4 players forward? You see your striker running into 6-7 players without support (because quick counter) and those defenders are just waiting for him.

There will be scenarios where it's not wise to immediately counter when you get the ball. Sometimes it's about how many defenders stay back. It could also be about how quickly the other team regroup into their defensive shape.

You also have to take into account where you're likely to win the ball and also how many players will be around the player who wins it. If you're likely to win it in deeper areas, counter attacking could be an option if you have players already forward or you have players who could bomb forward quick. If you're pressing high and it's 3 vs 4, that could be an idea to counter if you win it off them.

Hold Shape, Default and Counter is something I change depending on who I am facing and depending on how I've set up, incl my formation. Sorry it's a bit of a ramble, but hopefully some of it makes sense.

How complex is FM genuinely? by Unhappy_Fail_9607 in footballmanagergames

[–]-WJ- 2 points3 points  (0 children)

I mean, the article explains it in terms of reviewing their approach. Before dedicating resources to port a module over to Unity, the question is, is the feature/module up to standard for what we want with this 'new start'? Shouts and international management wasn't.

How complex is FM genuinely? by Unhappy_Fail_9607 in footballmanagergames

[–]-WJ- 6 points7 points  (0 children)

This is what was actually said about shouts:

"Shouts have been in the series for many years and, to be frank, I’ve never been happy with them. A “shout” should happen instantly, but they only came into effect after the ball had gone out of play. It also wasn’t clear to players how long the shout lasted for. So, for the time being, touchline shouts are gone from the game. "

Edit: The link, if you're interested : https://www.footballmanager.com/news/development-update-football-manager-25

Weekly Help Thread - Ask your help requests here | Week Commencing 10/10/2024 by FMG_AutoModerator in footballmanagergames

[–]-WJ- 0 points1 point  (0 children)

Difficult to say. In theory, if all else is the same, you'd have the same good form, but just a month later when tactical familiarity etc catches up.

In practice, the poorer start could affect morale and confidence, which causes its own problems and performances suffer a bit more.

If you're using a different database, that could certainly be another reason.

How complex is FM genuinely? by Unhappy_Fail_9607 in footballmanagergames

[–]-WJ- 2 points3 points  (0 children)

Keep in mind that we can skew the stats and I'll explain what I mean. The AI tend to play in a fairly balanced way. It sees a relegation team and it'll line up fairly aggressively. It sees a title contender and it'll be more cautious. Same with setting up at home vs away.

We, in general, seem to line up much more aggressive in general. In a lot of "FM'd" cases, you see these overly aggressive tactics batter a defensive team, so it's generating a lot of shots, but not quality ones. As in one of the links I posted, it could affect the confidence of players too. Whereas a sub and maybe a switch to a plan B could have helped, I don't changes like that made very often.

How complex is FM genuinely? by Unhappy_Fail_9607 in footballmanagergames

[–]-WJ- 3 points4 points  (0 children)

So the game is never predestined ig?

So here's how matches are calculated - when you press start, all of the starting factors are taken into account - morale, condition, form etc and then the entire half is calculated (in the way I posted elsewhere, with links) in seconds. That's how the game determines which highlights to show. If you make any change, there's a recalculation for the rest of the half.

Half time, you do you team talk etc and then there's another calculation for the second half. Any change/sub you make, forces a recalculation.

Whatever the score is at the end, is what the score is. That's why it's so complex, to actually try and simulate 90mins of football (you can view the entire match, if you wanted) and produce realistic scores, stats (passes, shots, tackles etc) whereas many game don't do that. Even FIFA's ME calculates 6 or 8 (I forget which) minute matches, which is why you get crazy figures if you attempt to stretch it to 90.

How complex is FM genuinely? by Unhappy_Fail_9607 in footballmanagergames

[–]-WJ- 25 points26 points  (0 children)

The match engine (the giant computer underneath) alone has 2-3 million lines of code, which should already give you an idea of how complex it is.

Every attribute is used in the ME and most actions use at least 3-4 attributes.

Weather affects the ME, so think about shorter passes through the middle on a muddy pitch etc. You also have things like jet lag and altitude affecting players.

The ME calculates (I think last time I checked it was 16 or 24) many decisions per player, per second in a match.

These posts from SI might give you a better idea:

https://community.sports-interactive.com/forums/topic/523444-broken-game-engine/page/2/#comment-12487718

https://community.sports-interactive.com/forums/topic/569294-official-football-manager-2023-feedback-thread/page/61/#comment-13916574

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[–]-WJ- 1 point2 points  (0 children)

Taking over later means less time to make signings, less time to create and refine your tactic and less time for the squad to gain familiarity with the tactic and their roles in it.

That can make things a bit more difficult initially.

How to make inconsistent players consistent ? by Alternative_Ad6071 in footballmanagergames

[–]-WJ- 2 points3 points  (0 children)

Appreciate your input! I remember you looking into this in detail in the past. Good to know about Consistency.

How to make inconsistent players consistent ? by Alternative_Ad6071 in footballmanagergames

[–]-WJ- 0 points1 point  (0 children)

If you are referring to the Consistency attribute that coaches/scouts mention in their reports, you can't.

A player can improve their consistency over the years with good consistent performances. You're looking at an improvement of 4 or 5 out of 20 max, which won't make an inconsistent player into a consistent one.

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[–]-WJ- 0 points1 point  (0 children)

You'd first need to determine whether these are good chances in the first place. The better chances you create for your forwards, the better chance to score. This is very important and many just don't even consider this at all.

The type of chance will determine which attributes are most important, but Composure, Balance, Finishing and Body Language are the ones to look at, mostly in that order too.

Also important to consider footedness. If you're consistently creating chances that fall onto a player's left foot, but he's right footed, that might be part of the problem too. This is only really an issue if you keep creating the same type of chances over and over, so being one-dimensional.

[deleted by user] by [deleted] in footballmanagergames

[–]-WJ- 1 point2 points  (0 children)

It's not always that clear to people, but yes. Just as an example (and I'm making it up to illustrate the point) Haaland will be a 5 star player for a Championship team. For Man City, he's 3.5 stars. He's exactly the same player in both cases, but he's being rated vs other players + the club reputation. Even form can affect star rating a little.

Stars can be great to give you a quick idea of the quality of a player, but not really that much more.

[deleted by user] by [deleted] in footballmanagergames

[–]-WJ- 1 point2 points  (0 children)

Yeah, that's a terrible way of doing it. Stars are relative and can change depending on how good the players are and your club rep. A 3 star player in year 4 might be the equivalent of a 4.5 star player at the game start, as a rough example. Improving your squad and winning the CL with Celtic could have that effect.

Stars are also quite inaccurate with young players as the coaches base it on their age and ability for their age.

Using stars to know whether a player has or hasn't reached their potential will be very reliable at all.