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trash game

Scheduled Pinned Locked Moved OSM: The game
6 Posts 6 Posters 994 Views
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  • j0jegosuJ Offline
    j0jegosuJ Offline
    j0jegosu English Users
    wrote on last edited by
    #1

    how can you explain that a better team, a better formation and tactic still can’t get the win. even the squad value was twice as value as my opponet.
    besides that he remaind in only 10 man almost the entire half. this game is broken. me and my friends are playing this game and we didn’t had problema until this week.

    DE XRISTD o4mu6rO akrami.NA 3 Replies Last reply
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  • DE XRISTD Offline
    DE XRISTD Offline
    DE XRIST English Moderator
    replied to j0jegosu on last edited by
    #2

    @j0jegosu
    Hello mate...every time a manager loses against another "weak" team, it starts complaining.... i would suggest to try some new tactics , if you want to make wins all the time...

    0_1479139549743_Screenshot_14.png We won't say thereafter that the Greeks fight like heroes, but heroes fight like the Greeks! "Winston Churchill "
    https://en.onlinesoccermanager.com/Users/9147906/Profile

    1 Reply Last reply
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  • o4mu6rO Offline
    o4mu6rO Offline
    o4mu6r English Users
    replied to j0jegosu on last edited by
    #3

    @j0jegosu
    I'll try.

    First, the line settings. It has been suggested that for instance forwards adept at defense play better if retracted. The question however is: do they play better than other forwards, or than themselves playing the more advanced positions. I'd say the line settings exert an influence upon the system of play rather than just make the lines stronger by using the more favorable attributes, but this is an early impression.

    So to empower the line settings, the style sliders have to be used, and they are of tremendous importance. Some 20 units of a change can make a 0:2 into 4:0.

    How to figure out something isn't working? By examining the statistics and player ratings. If a team is, for a given opponent, set too much forward, supposedly they will be getting more chances, but they'll be of inferior quality, because the team won't be taking the time to lure the opponents forward to make space. In a high tempo the team will be losing possession a lot, but may have more lethal chances in certain setups (but may have problems creating them in number). Lots of corners but few goals may mean the play isn't patient enough for the shots not to be blockable (but also that the shots are taken from too high a distance, so maybe the team is sitting too deep, if the offsides count doesn't suggest otherwise). Pressing can help win the ball earlier, but will also compromise the defense because it distorts the shape. The coexistence of formations like 3-2-5 A and B or 4-2-4 A and B suggests that the positioning relative to the opponents is a factor too. Also, the overall setup should perhaps strive to highlight the "center of advantage" of your team against the opponents (like if the biggest advantage is your forwards against their defenders, shift everything to the front), but another uncertain thing is: are forwards only supposed to be taking on the defenders, or are they up against all the waves, with the inclusion of the analysis of passing outlets in space and so on.

    Let's not forget the tackling attitude: the more aggresively you play, the more of the ball you'll have, but you can also get punished by the referee, and I've seen games with harsh ones where some aspect of the attitude (like the pressing alone with careful tackling) would result in a red card and the dissolvement of your team - or a massive disallowment of goals for infringements in attack -
    meanwhile, the other team would play a rather more brutal game and take full advantage of that without getting much stick at all.

    The makers like to think the game has more in store if it's more mysterious, but the absolute uncertainty first, distracts from actual playing (because you're not playing, you're exploring), and second - makes the connection to football really, really weak. The results are both volatile and deterministic, and while this helps you win every league against the computer opponents, against humans it makes it a very cryptic lottery, because you're not sure what NOT to pay attention to. This should change.

    There are also inconsistencies in the feedback and instructions in the game - for instance, it supposedly should be possible to install your oldest player as the captain, but the pundit will always protest against this and only accept the best player (and a specific one if there are two with the same prominence, and there are no compromises for players taking another role either) Yet, in hypothetical games where all the players are the same age, the lack of older players (dubbed leadership) is complained about too.
    Also, your fullbacks may be landing assists in the dozens, but they're not good crossers, because they don't play midfield. Same about the wingers.

    The weirdest thing is - you only get to know the statistics and ratings. No low-down on the approach, the style, not to mention - what actually happened to make you score or allow. Not enough football.

    MarkusRW5M 1 Reply Last reply
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  • MarkusRW5M Offline
    MarkusRW5M Offline
    MarkusRW5 English Users
    replied to o4mu6r on last edited by
    #4

    @o4mu6r you can't compare test games and simulated games.

    1 Reply Last reply
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  • svit knaus_4S Offline
    svit knaus_4S Offline
    svit knaus_4 English Users
    wrote on last edited by
    #5

    Be better

    1 Reply Last reply
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  • akrami.NA Offline
    akrami.NA Offline
    akrami.N English Users
    replied to j0jegosu on last edited by
    #6

    @j0jegosu
    I feel you mate. I read all the replies and yet nobody has responded logically. Even the Training Camps won't work against the chosen teams.

    1 Reply Last reply
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