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Agreed.
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I would only agree with that for players who are free agents. If you could bring an unattached player in for a trial, that makes some sense. Being able to trial players from other teams doesn't.
I would only agree with that for players who are free agents. If you could bring an unattached player in for a trial, that makes some sense. Being able to trial players from other teams doesn't.
Would be a good idea for trials. For anyone else you may as well just load up exhibition mode.
We're not saying it's a bad idea, there's just so many other things in MM that need fixing/adding before something that IMO is a quite minor "would be nice to have" feature
Another "would be nice to have" feature is for computer-generated players to be given last names that are in the audio database, so the announcers can refer to them by name.
I did not play MM in FIFA 10 seeing how bug ridden it seemed to be, I was scared a lot effort would just go down the drain, so do your academy players or youth players seem to come more from your country? (i.e. Barca's youth system will mostly have Spanish players, not entirely, but mostly)
That would be a great addition. Even if it was something simple, without necessarily having to go down the whole youth squad system whole hog. Perhaps each summer the game could generate, say, three 16/17 yr old academy graduates (of your club's nationality), and you get the chance to offer a pro contract to the ones of your choosing.
Maybe you don't like the look of any of them and decide to preserve those wages for an experienced player later on. Maybe you pick one, maybe you snap up all three. Maybe one of them is of a relatively high ability but therefore requests higher wages, which you can't afford at the time. Maybe you only have enough room under your wage budget for two of the three, and have to decide which one you're going to refuse.
Then of course the ones you do sign would need to get playing time in order to develop.
Really like this idea. But are we talking about then getting rid of the scouting feature?
The way scouting is done is totally unrealistic, but I must say I do enjoy it every time I see that message saying your scout has found someone of interest. But if I can duplicate Barca's youth academy, I'd be fine with that, ha!
I never use the scouting feature, personally. Like you say, it's totally unrealistic. I don't like the fact that the players are fake. They don't cost a transfer fee either, do they? All seems a bit 'cheap' to me, in more ways than one.
Ideally the AI player should be intelligent enough, based on his attributes, to find the space within his zone. My hope is that EA are making that the focus of their AI - intelligent positioning in attacking and defending phases - because it's the area most lacking.Don't agree with the player position argument. I have found that nudging my AM a couple of yrds back or forward has actually changed the location of where he finds space. Too far back and he stands to close to the DM leaving the strikers isolated, too far forward and he's standing between them making one of the strikers run back to get possesion. Again nullifying his threat. Playing with Italy in the WC game I am using Aquilani as the AM. He has some great passing in him when he has a little bit of space.
Although it's not a critism of your suggestion, I guess it's more how much effect it has in the game now.
The Attacking style would allow a player to leave his position and cut infield like that, but yes, first we need foot preference in the game and then we need to it affect which direction the player prefers to dribble in. And I would hope such a Trait exists - if not it should! But, of course, we're not allowed to know what attributes do or even that Traits exist...I think for the system to work in it's simplified manner you would need to have more player stats/tendencies. For example Robben would have to have an attribute that whenever possible he goes inside on his left foot. I don't think the game has the AI at a level where they can do that yet. That's why you now need the running arrows. Same goes for players hugging the touchline, aim an arrow 45d outward and he will do it.
In the Kuyt example, surely a Balanced style would enable him to play his normal game but his naturally high defensive work-rate attribute would make him track Evra? (also you could play him as an RAM to bring him inside). It sounds like you're saying you want your wingers to both attack to the maximum and defend to the maximum. In that case, you'd need a player with high attack/defence work-rate attributes in a Balanced style. Otherwise you're expecting any old winger to be able to do both jobs at the same time without compromise, which to me seems an unrealistic expectation.I think for managermode you should be able to override a players normal "confortzone" and force him to position himself based on tactical decisions to combat the opposition. For example Kuyt runs inside a lot and isn't a touchline winger, however if I play Manu I would want him to stay out there at all times to keep Evra from having too much space to attack.
Same for workrates, against certain teams I would want my wingers to defend more whilst keeping their position when attacking, but editing their role would change that, or not be what I want. Setting them to a general "defensive" role would stifle them when attacking.
I suspect it does affect how they play, but I can only guess. Probably the main purpose of the roles is so that the AI 'coach' knows who to select there, based on the squad member's preferred positions.If anything I would get rid of the "roles" unless they really change how a player moves/plays. To me it always seems as though it's just to give them a name for the position you want them to play. But maybe there is more hidden away...?
I'm sure that would be great, but clearly we're coming at this from opposite directions. Your suggestion massively complicates the system, whereas I was going for something simplified.I would edit it to have the following;
Playersettings:
Player base position - As it is but without the locking that happens now
Attacking Duties - With a primary (positioning and movement) and a secondary slot (crossing/shooting frequencies).
Defensive Duties - (With a primary (positioning, movement and man marking) and a secondary slot (agression/pressure frequencies).
To get the most out of player personality, in my opinion defensive work-rate should be a fixed aspect of a player. Otherwise they start to blend together and players merely behave as a function of the formation they are assigned, rather than the individuals they should be. You can reign in or release natural attacking tendencies, but as for defensive work-rate, Berbatov is never really going to buy in to a hard work ethic, is he...I think things like workrate shouldn't be a fixed aspect of a player. However using him differently should alter how effective he is, make a player like Berbatov defend means he gets tired quicker, gives more fouls away (poor tackling stats) and the tiredness means he is less accurate/effective when attacking.
It can, my problem with it is that I don't think it should. It doesn't relate at all to real-life instructions, and it seems like such a forced way to get the player in question to operate in the way you desire. Being able to say 'push a little higher' or 'drop deeper' (i.e. Attacking style or Defensive style) should be sufficient, and would be much more realistic than manually dragging a dot around. Again, it might require the AI to be better able to interpet the space around it in the capacity of that particular role.I do a lot of tinkering with formations in the FIFA games and it makes a really large difference moving players a few ticks in any direction.
That would be interesting to know.I'm also pretty certain (although I can't point you to a link) that "workrate" means two completely different things in terms of formation settings and player stats. I can't recall the difference off the top of my head, but maybe I can search and find it for you.
Yes, I understand what you are both saying about not wishing to have less specific control over some heretofore simple AI. I suppose in my simplified system I'm making an assumption that those instructions will be interpreted more intelligently than the AI has exhibited in the past.
I hope that EA work on improving the positional awareness, appreciation of the distances and spaces between themselves and each other, because I think it would lift the whole AI to a new level.
It can, my problem with it is that I don't think it should. It doesn't relate at all to real-life instructions, and it seems like such a forced way to get the player in question to operate in the way you desire. Being able to say 'push a little higher' or 'drop deeper' (i.e. Attacking style or Defensive style) should be sufficient, and would be much more realistic than manually dragging a dot around. Again, it might require the AI to be better able to interpet the space around it in the capacity of that particular role.
That would be interesting to know.
My understanding of attacking work-rate (the formation setting) is basically 'frequency of forward runs', and it seems pretty clear that that's the case. Defensive work-rate is a little less clear, I've always taken it to mean how hard they work getting back behind the ball and tracking runners. Those two sound like what work-rate attributes will probably be, but I'd be curious to find out. God forbid that EA would bother to communicate these mechanics to the people that they write them for
Overall my preference is that the formation instructions should modify natural player personality as little as possible. I think player individuality is the most important thing in this game mode in any sports title, so to see that expressed on the pitch as much as possible would be ideal.
I agree with your overall goal of having players express more of their personality as it relates to following tactical instruction... but how does your view incorporate the real-life learned discipline forced upon players by managers like Mourinho and Benitez?
I think everyone agrees that Mourinho got many flair/creative players to bend to his will and follow his tactics (J.Cole, S. Eto, etc.) even though many of his players have voiced their displeasure. Same with Benitez and many of his players.
How would your proposed system handle this situation? Would players that refuse to conform to coaches rules request transfers (Like Benayoun, Reira, or Balotelli?)... would their form drop when played out-of-position or given instructions they otherwise didn't like?
Actually, after typing that, maybe that is the solution. Maybe EA can make a system allowing players to instruct players to play against type (require Berbatov to chase in defense) however this comes at the cost of form and a lessening of ability stats? That seems a somewhat real world correlation that can be expressed in simple video game terms...
... and while it certainly doesn't address all of your concerns re: complexity/ambiguity of tactical/formation instructions, it might address some of your personality "penalites" as it applies to said instructions.
Just some thoughts.
Maybe the higher your manager rating the better these type of players would respond to your authority...
Subsequently, if you wanted a defensively-lazy forward to contribute more in the defensive phase, you could give him a backwards arrow to make him drop a little deeper without possession. It's not making him work harder, but you're requesting more positional discipline.
Playing Style would be a better way of defining a player's job:
* Attacking would give the player the freedom to make forward runs in accordance with his individual attacking work-rate attribute. It makes him generally choose a more advanced position on the field, and allows him to leave his position and drift into space elsewhere when it is a good idea to do so (wingers cutting inside, forwards drifting wide, etc).
* Balanced is 'normal' default behaviour.
* Defensive would instruct the player to concentrate on holding his position. His natural attacking inclination is restricted to stop forward runs. His primary concern is to hold the team's shape and be in his position if the team loses possession. It doesn't tell him to work harder defensively (his individual attribute decides that), but he is likely to be behind the ball and in a deeper defensive position to start with.