This rigidity should be more flexible
Wot
This rigidity should be more flexible
This rigidity should be more flexible
Mentality is affected by Duty too. If a PI is unavailable, it means choosing that PI will go against what the role is.\The tactical rigidity not allowing some tweaks on the roles chosen. Any role has a mentality associated (determined by the more offensive or defensive mentality of the team). Choosing another role because the one we want has some PI unavailable and adapting that role is not the same, because the player will have always a different mentality.
Mentality is affected by Duty too. If a PI is unavailable, it means choosing that PI will go against what the role is.\
Are you referring to specific roles? I'd be interested to know which roles you think have differing mentalities and how you know that, since we can't see the sliders.
We can't see sliders but it's logic different roles to give a different mentality to the player (and, of course, duties). Example: with wb with an attack duty or a cwb it's not possible to dribble less. Ok, fine, I can choose a support duty, but with this duty the player will have a different mentality and this affects the player performance by the whole.
Have you read the description for a Wing Back Attack?
We can't see sliders but it's logic different roles to give a different mentality to the player (and, of course, duties). Example: with wb with an attack duty or a cwb it's not possible to dribble less. Ok, fine, I can choose a support duty, but with this duty the player will have a different mentality and this affects the player performance by the whole.
I've read all descriptions.
There must be some logic behind the game, including TI, PI, roles, duties, obviously.
I see your point, and i think that we need to adjust to what roles can give instead of asking for more different things.
Sometimes i wanted also to have some instructions that cannot be usable and i just accept it. The level of detail that PI would have with what you asked would create so many variables that it wouldn't be possible to control any tactic, imo.
Riiight.
Wing Back Attack: With an Attack duty, the wing back aims to overlap down the flank to provide wide support for attacks, run at his man and get crosses in from the byline.
Complete Wing Back Attack: The CWB loves to attack, and whilst he is capable of occupying his defensive duties, his natural inclination is to affect the game in the opposition's defensive third.
If you want to have less dribbling, you're going to change what those roles are. There's the logic.![]()
Riiiight
You do know that players can run with and with no ball ? right ? and that overlaps can be made with and with no ball ? right ? Dribbling has nothing to do with this particular role, the player can overlap, love to attack and affect the opposition defensive third without being mandatory to dribble frequently. It's logic yes, but a potatoe logic.
Not questioning if the role does or does not what it should, questioning that the role shouldn't be rigid in the options. Maybe you like to think football is about roles and duties (there might be space in FM for what ? more 10 ? 20 roles ?), well, surprise, it's not, at least it's a lot more than roles.
PIs that will alter the role so that it doesn't perform what the role is supposed to be about, should be unavailable.
Now we're just going in circles. Or you are. The fact remains (and this was discussed at length) that PIs that will alter the role so that it doesn't perform what the role is supposed to be about, should be unavailable.
Depends. If you see football in England you have a point of view, if you are from Brazil or Italy you have another.
FM is a english/british based game, and if you are, which i think you are, british, you understand what what PIs should the role have, but don't take me wrong, or don't think that im insulting you, but we may think that for that specific role, dribbling less should be an option, as english football is not the base for all in the world, even if SI used it as a base.
Now to get this straight: are player roles solely determined by their used PIs, or is there a unique AI script behind each role? If the former is the case, then why isn't there a 'generic' role with all PIs appropriate for the particular position on the field available, so that one could define player behaviour more freely?
Good question. Every role is programmed on it's own. That's partly the reason why FM is moving to a role based system and why we can't manipulate sliders to make a Target Man Support play exactly like a Poacher.
Not really. You can still be quite creative. More this year than last year as well.Yeah, and that exactly is the most frustrating aspect of tactics creation at the moment, imho. This is limiting the creativity of the people who spend days and even more nights playing, trying to tinker their tactics to their liking.
Of course SI -had- to draw a line somewhere after FM12. Back then, I recall playing wide defenders as attacking Liberos, and that weird-*** combo worked a treat for what I wanted my wide defenders to do. Who was going to predict, debug and fix this? And while getting rid of sliders surely was the right thing to do at the right time, for me, it still doesn't offer up enough varying player behaviour patterns on some crucial positions. I'm so sick of buying AM(L) players with good defensive stats and work rate and then watching them stand around while my full back's being overloaded, because the AM(L) position is treated as a wide striker w/o defensive responsibilities instead of a ****** crucial part of a 4-man midfield row.
(That last part was probably more frustration/rage-thread worthy, but whatever.)
Yeah. I am having decent success using a Wide Midfielder -Attack at ML. He's asked to Cut Inside, Dribble More and Cross Less Often.
I lose potency on the counter, but gain defensive stability because he drops deeper.