Positions is always a difficult topic, especially in the modern game where positions/roles are so fluid - it almost just becomes a game of semantics! It is somewhat of the romantic beauty of it in some user's eye and an advocate for the randomness of football, and a programming catastrophe in others' mind who are more analytical and critical thinking. But I expect - based on what I saw from the past 3 editions - nobody knows actually what is working in FM anymore and what is not. What I refer to here is that are often descriptions for functions in-game, in the old manuals and also here on forums/external sites or via youtube experiments repeated multiple times as facts are not even close to how it is working in the game itself. By the way, has this been sorted/corrected for FM23 or should we wait until it is exposed via a thorough testing on the long run? Well, you have to go to research multiple youtubers if you would like to know how training actually works, as the in-game descriptions are not reflecting the results (highlighted attributes trained are not really being trained based on the growth results). Why do I have to go on a forum for this information? Thanks for the answer Edited Octoby FM1000 Yeah I'm a developer myself and I know how hard is to explain small incremental improvements to the core of the application. Sorry its a bit vague, but we really do make hundreds of changes to the match engine every year and its really hard to fully explain everything! This leads to more of a risk/reward approach to attacking football, whereas before it felt like teams could over-commit in attack but not always feel the cost of that when being countered. There's been many, many changes to attacking movement, passing, risk assessment - but also to tracking back as well, attacking players are less consistently able to track back when they've committed themselves to an attack (obviously their fitness levels and work rate affect this too). Generally, we went into this year with the aim of making defensive mentalities more viable - previously it always felt that attacking mentalities were more or less the only way to go if you want to succeed as a manager, and we really wanted to rebalance things better and review the effects of mentality holistically. Mentality changes are hard to explain comprehensively, since we made hundreds of ME changes every year and to some extent most of them will have some effects based on mentality (on either a player or team level). I think the game lack a proper manual in terms of how mechanics work, yes there is stuff in the manual but it does not go in detail. Yeah what I meant is that if there are no people like you who explain some of the ME mechanics to us who don't have time to watch every match in more detail we would be lost in terms how to create our tactics. There are and I have reported them, except I am no mere mortal I report things differently to SI than some of you. People who are struggling are those who are trying things that will now get punished, Thats not to say the match engine is easy or there are no flaws. Don’t forget I was very critical about the other features in the game, slamming the squad planner as “inconsequential”, but the match engine stands head and shoulders above anything I have played. Another thing SI like to do is to quietly put features out to see how many people actually notice them. Actually they did, but maybe they might go into it in a lot more detail later. And yes maybe SI should have included their match engine changes as a MAJOR feature, and gone into great detail to explain it. I only do and share things to help the community. Believe what you want, my conscience is clear. Here is an SI staffer responding to my explanation and there are very obvious reasons why the devs don’t come in to address each and every concern.
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