of course
- if you are not using wingers (AML-AMR),
- using your ST as MC
- using your GK for f-k/c-k
lol
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Exact. And sack that ST of 8*s that only misses if needed.
Not exactly but this answers both questions. The -40's were not managed, just out of top 8 if I remember well many times, and nothing spectacular checking out players attributes, like some skills +240 or so...
But this occurs for the "variable of scenario", so, the more far away you are from the last loss, the more probable it is (even if it's in a low %).
So the game can chose a scenario, chosing X, Y Z orders as dominant ones to control the game (remember that the orders work individually, not faced VS the oppos settings, or these work, or do not) so, maybe you can have the right orders to control more or less the match but, your shooting success chances are set in "0" goals for you.
For more attendance, for more that you switch orders and you have the control, even doing subs', the balance can be directly closed for you. And you know pretty well that this happens to all managers time to time. Like "there's no way".
Still I believe that the game calibrates these stuffs with time of anticipation, setting some oppos as harder to beat, and I believe too that "if there's a reason for that weakness" one "can do something" to avoid that troll score, the problem is that you will never know if a player from your reseves would have been played better inside your main 11 having a effect of "ok, in this case the 11 main players, (st's mc's etc) are set to miss all chances, but, with the MC+ ST as reserves, your team value change and you'll win.
All is based in what we don't see.
The game is made of "variables". All is dynamic, using a "hidden base" of internal numbers that each player have. Basically, so a 5-8* can perfectly be unabled for X match and overcomed for a 3* as Ive said, the 1vs1 isn't what ppl think, is something in our mind but the truth is that, orders aren't faced with oppo's ones. Then, Dynamic conditions + these hidden AvQ numbers in each player makes the game as in the reality, cause been Dynamc don't exist the term "proportional win", unless, you oversize the skills creating mutants, that's how you can fix a match and one of the historic reasons of ma complains xD
It had sense time ago when we had limits and we could see a "bad player" despite it's visual avq, now there was a period without limits what means that the simulator has been broken allowing the players to overcome the own simulator limits... and well... here we are some of us, asking for skill limits again.
Khris, I think that you give quality and complexity of the game engine that it doesn't have.
Before many years I played CM 01-02. Great football manager game and players in this game had internally programmed quality and they had diferent contributions in every match, but in T11 the case is not like this. I played this two games for many years and can see the diferents. 2-3 mounts ago there has some logic in the game and one smart manager could have success based on his possibility to adapt in differed situations. Now the game engine is TOTALLY BROKEN. The random factor is too high and I don't feel that manager have any chance to change game scenario. This make game roulette. No internally programmed, no players contributions, no reserves impact, just roulette...
Simply u are using ilegal formation and got punished...
"The random factor is too high"
More since the margin has been changed in a wide way to minimize the mutants impact, but yes.
Still Ive played other games like this, some more simple really like a old one called premier football... a simulator almost like this in the beginning but, in that case it was "proportional" and with a very close margin. TE as mentioned, isn't proportional exactly, is Dynamic in scenario and the true skills really are hidden, I understand what you mean, but, in any case Ive not said that the game is "complex" or have a special quality, more far away than the fact that, with hiden skills we need to obviate the visual skills and test the players, what gives a + to this game. The game is so simplifyed really working like I think it does.
Honestly Khris, I really like your way of thinking, but about this game you looking for "hidden factors" in one piece of sh*t.
Mounts after mounts developers remove difference between good, bad and missing managers. After destroying of training system and increase random factor, there haven't challenge for smart players... Sad story.
"Covered skills" aren't so difficult to create and be used in a simulator xD
It's posible that all the stuffs I mention are in our team settings as "not visible bars".... and well,,, you know my thesis pretty well.... and from my position I only can try to repeat in the reports that "we never needed wide margins as we have" what creates less sensation of control as obvious result...
2019 is the hope.
Khris- very good thesis ðŸ‘
I had tried ways ( some absurd) not to get troll.
Silly ways such as changing names of players, their jersey numbers and badges.
Now I am looking into the difference in percentages and value between my team and my opponents.
I had some degree of success in minimising the trolling - by friendlies ðŸ˜
By losing friendlies- I hope the game engine recognises this as one of those lost matches and I would not be troll the next match. - so far so good 😎
Won 2-1 away 2nd leg champions league, my main st and amr were suspended due to red cards,i didn't changed the formation before the match started so i had no st on the bench and the game put a gk as st ×D
He was winning 1-0 but somehow i scored 2 late goals and the troll was complete lol
No one watched the match,i really feel sorry for him.
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almost got thru, 5-1 but one last minute pinalty screwed us... Humbled in quarter final again...
Lost for the first time in league by 5-1
Non attendance and didn't change my players
True to the sequence- after every 5 matches on winning run - the 6th match either end in draw or lost.
So roughly I knew how the troll works
"Silly ways such as changing names of players, their jersey numbers and badges."
lol confuse the system, basically xD
Regarding:
"By losing friendlies- I hope the game engine recognises this as one of those lost matches"
I can confirm you that nope, friendlies and regular season are different game features, the game don't save a losing streak that comes from friendlies.
Personally I think that what works mostly is to prepare 2 "very different" tactics -opposite practically- and be ready to change important players during the match... as it re-calculates the simulation.
And the season is absolutely over. lost 0-2 in SL vs -20%. Non attending 1st min' , 03' and I start losing. with attack mentality, switch to defensive, long passing, all passings missed. every option changed went to worst.
I'm gonna relax for a very long time.
Do association matches count as regular or same as friendlies?
If association matches are included as regular matches - then my cup final is as good as gone.
My sixth match is against the same opponent that trash me 5-1 early this morning.
Hope for the best.
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I made it into the next round, things are getting harder and harder!
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No, friendlies and assos, are separate features. I would count only the regular season with the main 3 tournaments, still not sure if apply the count for the 3 maincomps or separate League-Cup-CL because;
-any times we see Play-off rounds where for example, if we had a clear better team, and we have a closed score, the 2nd leg scenario "corrects" the differance.
-The "contributive players" if Im right, have a variation in ratings playing in different comps... like 6-7-6-8-6 , this would mean that counts the 3 main comps, otherwise, as Ive not paid really attention to this, it is posible that the game gives a "fixed" behavior for League, and then a specific one individually for a CL/Cup play off....
Friendlies and FAs have it's own specific simulator calibration, like the extra events, where we can see paranormal activity... lol
A hat trick from Van Nistelroy - 600 goals.
I think I will keep him for another - last season.
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How did you make the custom champions league and super league patches? They are really cool
This season will probably be marked as my lowest. Lost the Cup at R32, eliminated from the CL group, an now I’m 6th in the league, where I can’t win two games in a row. I hope I can secure CL spot for next season.
I'm new manager,so far enjoying the game,no trolls yet 😀
Waiting already next season,how different with Cup&CL (my team lost before I entered game).
A thorough game description would be nice for beginners (I had to read a lot of fora).
I feel sorry for this guy ... having same opponent from 2018 to 2019 ...
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Khris, this is the exact way that I know who to sell or train or keep. My favourite player Javan was scoring so many goals even as a 4* player, even more that 6/7* players in my team. I kept him untill I had enough greens and tokens to train him, he will be 26yrs next season and I am still planning to train him.
Javan is responsible for all the titles I have won, even events. But such players are deliberately scarce in T11, but I have also tried out those recommendations by Assistant. I think they mirror the old player's programming that they want you to replace. So I hope my assistant will suggest Javan's replacement when the time comes.
Perhaps you could have replaced yours when the suggestion was made. Expensive as it might be.
Khris, I don't know your experience but in FA games I noticed the MOM and some other high rated players do poorly or average in the second leg. So I started benching and switching them in the second leg and my results are slightly better.
Looks like there is a programme that checks performances and tries to regulate it in the FA games
The theory, is that only the Aademy gives you "well programmed players" actually. But not the market, or recommendations. Still I wanted to buy a recommended player for 70T 20 age and 6* but time expired, so I can't really confirm the behavior of these players.... if they are like the scouts, simply they will have a random performance depending of the actual players roles of contribution that we have actually in our team......
This thing that say, "you can't have...." 11 players scoring 40 goels each, or 5 key players... so, one need to get rid sometimes of players to allow the new ones to take over the contribution roles.....
Still pending to test but..
I can refute this theory, because 2 of my 3 offensive players come from auctions and they are rated 9 or 10 fairly often. One of them (auction AMR, mutant, now 7 star 28 years old in his 11th season for the club) is a 8.6 average this season and was a 9.1 average few seasons ago. Always the leading assister of the team and often of the league, scores the most goals recently as well.
My theory is that well trained players and mutants get good ratings more often than other players. And offensive players, who score and assist have many high ratings.
The question now should be, do all mutants have the same behavior? we pretty well know that the scouts were tested time ago, and, we've seen loads of times here in the forum managers complaining when they buy each season a new full 6* team without work as expected xD
Too, can be interesting know if you sold the old STs before buy these new ones.
Then just to clarify, when I say:
"simply they will have a random performance depending of the actual players roles of contribution"
I mean better, "they'll have random contribution role",... not like "they will be always mediocre contributive players", what I wanted to mean, is that a market player, isn't a guarantee, so, exist the option, of course, to hunt a key player achieving 9's and 10's, but, this will depend of the actual team you have, so the variable is wide.
I guess if you change these 2 players for sub's or reserves, its performance and rating will not be the same.
You know, we can find out. I plan to slowly replace my 3 offensive players in the next 1 or 2 seasons. I already bought the new ones, one I will train next season.
My striker is a youth player, he also performs well for a striker in 4-5-1 V.
What do you mean with sell the old players before buying new ones and with their contribution role? Of course scout players are not that good, imo skills are still important and help your players being efficient.
"What do you mean with sell the old players before buying new ones"
It shouldn't be the same, "keep the key players u have" and, go to the market for replacements, keep both of them (old and new players) and see both in the same shape.
When I talk about "contribution roles", I mean, that the game do a limitation of key players intentionally, or for ex. there's only one good player for FKs (with differance).
So;
-There should be a differance, if you, 1st sell the actual players and then you go to the market for replacements or,
-You keep "your old glories" and you go to the market for same position players,
Cause the game, assigns the contribution that each new player will give you, in relation with the team you actually have.
If you have a scorer of 40 goals, you can't have 3 for that reason, if you want a new player to score 40 goals this "role, as main scorer" should be free, or change of player.
May I also add that according to your classification of players, the players I get from events are usually visible/positive players. They are not game changers per se. Once in a while they score the only goal, but their most important contribution to the team is quality - in that they hardly give away balls or commit dangerous fouls. So they much better than playing the lottery in the auction market.
The 2 Cuban players (GK that pick's FKs and corners now, and the DC), were great additions to my team too....
Not sure about other experiences, my viewpoint is that the ones with high guarantee rating are the academies, starting for the benefit that they'r fast trainers... as the old Nordgens.... who I really miss cuz where a guarantee of "a qualty player"...
Hmm Khris I don't know about this. It sounds very strange... Sure, we both know that somehow there are good and bad performing players. But I really don't think that you are limited to one or 2 of them in your squad. We talking offensive players here in particular, I don't really care about the ratings of defenders as they rarely get a rating of 8.0 or above.
I think good skills improve the average rating of a player and his contribution to how your team performs. And also in my opinion, a general talent factor is hidden within the player when you buy him on the market or get him anywhere to be clear.
If we take an example of 3 offensive players (AMR, AML, ST) and they score about 80% of the goals of the entire team (for me the 3 combined scored 75 of 89 goals this season), this talent factor may indeed (among others, like who takes set pieces and stuff) determine how the goals are spread among them.
So for me this season it is AML 29 goals (penalty taker, shadow striker ability), ST 28 goals (freekick taker with this special ability) and AMR 19 goals (corner taker with this ability)... The follow ups are 2 MCs with 5 and 4 goals.
So generally speaking, I would say that the AML has the best talent factor out of those, as he scores the most, even without taking freekicks. Then again we know that wingers tend to score more than ST anyway in this game, so 28 for the striker (26 yo former youth player) is not that bad, even though he takes free kicks. The AMR only has 19 goals, but therefor 23 assists also and 10 MOTM. The AML has 8 assists, 10 MOTM, the ST 13 assists, 5 MOTM.
So I'm fairly satisfied with all of those, they almost completely share the workload among each other and all 3 are contributing at a good level. I will keep them next season and will train 1 replacement player for the wing, who I already bought. In your theory this replacement must be really bad when he gets his chances, as all contributing spots on the team are already taken by these 3 guys...
Sure it will be hard to tell, because the new guy will not have the skills of the other guys. (1% greys, 200-300 whites)
Ready for the first final of 2019.
Oppo had a hard training last week but I won't follow him even if I have some thousands greens and young players to develop.
My management is to finish with a 120% team. Spending 300-400 more greens to make my team 125% ? rather not
In those cases the most important factor is Luck, good/bad day.
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Happy New Year guys
Good luck to those involve in the cup final today
I need the luck myself. It's long overdue that my trophies cabinet need a gold colour trophy. Need to match it with silver colours - then it look nice😊
Cheers
Happy new year to all fellow managers...
Lets have a awesome year with TE