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5 Things You Probably Didn't Know Before Today


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#-19 JohnP

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Quite a self explanatory thread really, I am going to summarise 5 key features that people probably didn't know about before reading this (once I've finished an article will follow). Obviously some people will know about some more than others, but if it helps just one person then it's done its job. I'll start off with probably the most important one, in my opinion at least.

Number 5: Team Talks for Substitutes

Every year sites on the scene get the obligatory “What you want for the next version of FM” threads, and every year since the introduction of the half time team talks there have been calls for this feature to be implemented for substitutes. What would you say if I was to tell you this already exists? It’s a feature that I don’t think many people have found yet, and I have to admit it’s quite well hidden which definitely needs to change in future versions. I hope this will get it a bit more publicity anyway as it’s a key feature in my opinion. How many people select "None" as a half time team talk? This is effectively what you're doing every time you make a substitution in the default "Tactics" window.

How do you do it? It’s simple, on the match screen click “Touchline Instructions – Shortcuts – Make Quick Substitution”. You then have the normal options of what to say, such as “Tell *player* you expect a performance from him today”. Also shown on the screen, seen below, are the all important stats you need to know when making a substitution. Position, Rating and Fitness.

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Part 2 Coming Tomorrow!

#-18 ChrisOrmie

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I knew you could give substitutes a team talk on FM10 but I have been going into the tactics screen to do the substitution and then into the team talk screen to finish up. Quite surprised it's on the match screen as I thought I had looked through that part of the game pretty cloesly but somehow have missed this! Awesome spot, I'll be using this from now on as it saves time from my previous way of doing it. +1 kudos from me and looking forward to seeing what else you come up with. :thumbsup:

#-17 localhero

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I did not know that!! Cheers

#-16 Harper

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Didn't know that either!
Much easier than moving through tactics screens!

#-15 aird

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I also did not know that and i play FM constantly ;|

#-14 dangtfc

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That's absolutely excellent, I seem to remember them talking about this in the build-up to the games release but in all honesty I forgot about it. It would be good if it prompted you for a team talk whenever you brought someone on though. In any case thanks for sharing this - I'll definitely start using it.

#-13 JohnP

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Thanks for the comments. I really should've left this until I reached no. 1! Oh well, they all seem pretty shit now :lol:. I'll have to rearrange it for the article.

Number Four: Selling Transfer Clauses

This is another feature that I feel a lot of people do not use. I didn't find this out myself but since then I have used it to my advantage a lot. You can find this on the Transfers screen, then click on the Clauses tab. This screen will show any transfer clauses you have going in and out of your club. The ones you should be particularly interested in are the ones with a white arrow to the left, as seen below.

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If you click on this clause, at the bottom of the screen you should see something similar to this:

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There seems to be no logic at all in how it's decided which you can buy out at given times, I have failed to spot any pattern occuring at all. All I have noticed is that it changes every few weeks so if, for example, you sold up every clause you could, the next day you wouldn't have another 5 different ones up for sale, it's not how it appears to work.

There are a number of clauses that could be sold and bought though, for example:

Good clauses to have (that can be sold):
x% of the profit made on his next transfer will go to your club (Signed for £xm)
x% of his next transfer fee will go to your club
Other team owe another £xm for the next x months.
Your team will be due another £xm after x international appearances

Bad clauses to have (that can be bought):
Other team are owed another £xm for the next x months.

You can use these to your advantage when selling youngsters. It seems quite hard to get rid of youngsters who are pretty good but you know deep down they will never push your first team, so getting rid of them with a % of the next sale is the next best thing. Now you don't have to wait for the new club to sell the said player either, if the clause gets the little white mark next to it you can sell it there and then. It's really invaluable when you're in a financial crisis to rase an extra few million.

It's also important to understand how the profits work. In my given example, he was sold for £2m and I can now accept a further £2.11m for the 30% of profit on his next sale. Looking at his value he's only worth just over £2m now so on the face of it it's a great deal. To work out where the you can effectively maximise profit, you should imagine that the £2.11m you are being offered is 30% of the profit.

To work this out you simply do: Profit offered divided by percentage you hold... 2.11 / 0.3 = £7.03m

From this you know where you stand really, if he sells for less than £9m (£2m + £7m profit needed) in the future you're going to be better off selling now, however if you feel he has the potential to be a £20m player then keep the clause for a few years longer and see what happens.

#-12 localhero

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I already know this one but it is good to have the heads up anyway. Liked the in depth explanation of  best time to use them.

#-11 dangtfc

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Fantastic write-up John, another feature I remembered hearing about prior to release but I'd completely forgotten about it until now! Just earned another £200k from Nathan Doyle who I flogged to Notts County for £500k. He's only worth £160k now so it's highly unlikely the 30% profit I'd make from his onward sale would be worth much!

Unfortunately nobody else has the little arrow next to them right now, which is unfortunate. I guess the seemingly random nature of which ones you can and cannot sell is because executives at each club must be trying to set up get-out clauses all the time. Like Tottenham might suddenly run out of cash and decide they want to sell their 25% profit clause on Kyle Naughton to me, and the Hull execs would say "OK if you accept £3m we'll do it" or whatever.

Quality stuff can't wait to see some more!

#-10 ChrisOrmie

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Been using this loads (selling everything though, not really discriminating for the best deals). Great feature and something I wouldn't have thought of writing up - nice one John! :thumbsup:

#-9 JohnP

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Number Three: Speeding up the Game

Many people moan about the game being too slow when it's processing, even on the bare minimum amount of leagues with a small database, but there are a number of ways to change this and improve the processing speed. I'm going to highlight just 3 of these ways in which I feel you can turn off unnecessary features allowing you to play the game faster - or load more leagues of your choice and still play the game at a bearable speed.

Part One - Turning off TV Games

This is a very basic feature that SI have had in the game for many years now, but not many people use it. In all honesty I only use it when I'm playing a network game, but in offline games I feel it's not that helpful. Never the less, it does make a small difference so if your game is totally unbearable then it's definately something you should look into.

To turn it off, click FM (top right of the screen), down to Preferences, then General, then half way down the list on the right is "Move Matches for TV" - just un-tick that box and click confirm.

Part Two - "View Only" Leagues

Another quite under used feature of FM in my experience. When starting up the game and selecting the Leagues you wish to load, many people load leagues they have no interest of managing in but want a full quota of players from that League - true? Instead of loading it up like normal, simply change the "Mode" to view-only from the current Playable. Obviously you can now no longer manage in that league but the majority of the detail stays in the game, although it does speed up the play time.

Part Three - Changing Detail Level

This is without doubt the best way of changing the speed of your game. You locate this in the game by going to FM (top right), then Detail Level. This will take you to the screen where you can change how much depth is put into different competitions, for example the World Cup, Club World Championships etc. If you are managing down the bottom of Blue Square North there's very little point of you having any of those in play. You can edit them all manually to suit your needs, or at the top left there's a drop down box which allows you to load a Preset Configuration. Currently this will be set as Default but you can move that to minimum if you so wish. You can see the immediate affect on your game by looking at the Estimate Game Speed, indicated by stars out of 5, at the top of your screen.

#-8 dangtfc

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http://aidtheboss.co...ansfer-clauses/

Nice of them to give you credit....or even a mention!!!!!!!!

#-7 Cookie

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I was the first one on here to find it and comment about it IIRC.

#-6 JohnP

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Cheers for finding that Dan, I told AFC he could use it as long as he linked back, he did on the previous one and has assured me it was an oversight.

Part 2 coming in the next few hours!

#-5 JohnP

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Number Two: Match Analysis

Apologies for the lack of updates, been busy! Today I’m going to be reviewing another hidden/under-used feature; match analysis. How many ways are there to review how a player has played post-match? Do you judge them based purely on match rating? Goals scored? Man of the match awards won? All of these have their own individual merits but in reality it tells you very little on the whole match.

The match “analysis” screen, located on the match screen as a tab, shows you so much more. The image shown below shows one half of the screen. As you can see you can filter between sides; I am currently Argentina. There’s also a drop down box where you can choose from: shots, passes, crosses, headers, tackles, fouls, runs past opponents and interceptions.

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Events:

Shots – Obviously you should read more into this for your attack minded players moreso, but none the less it’s very handy to use for all players. If, like my example, a player such as Messi has 4 shots with none on target, you may wish to look why. Clicking on the player in question will bring up the pitch map, seen below, showing where the shots were struck from. As you can see from the image below, Messi saw plenty of the ball on the edge of the area but was very wasteful. Maybe in his player instructions you’d limit his longshots seeing as he’s not the most accurate. Obviously this analysis is taking place on a one off match, but over the season you will see patterns occurring.

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Passes – Staying with Messi, he made 16 passes, completing 10, one of which was key. It’s quite obvious from these 2 stats alone I’m not getting the most out of Messi who ideally will be running the show for me and getting involved in absolutely anything. None the less, from the pitch map show below you can see where Messi made his passes. Quite annoyingly it doesn’t highlight the key passes in a different colour like it does with blocked passes, but you can normally guess which one it was; in this case it was the second highest completed pass going into the box, from which Aguero scored.

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Crosses – Being Argentina with a front 3 of Messi, Tevez and Aguero I really wanted to limit the crosses so it appears I’m doing a job there. The only crosses from Veron were corners, whilst Zanetti had a handful but only 2 out of 7 met their target. Crosses really could be key if you had a big target man such as Edin Dzeko upfront so you’d want to play to his strengths, but in this particular I’ve tried to limit it and been successful in doing so. I'm not going to keep on boring you with screenshots as I'm sure you're getting the idea by now!

Headers – These really go hand in hand with crosses, although defensively there’s more room to analyse. Without watching every highlight individually, you can sort of assume that headers won in your box are going to be defensive from a set play or a cross, and vice versa with attacking. Headers in the middle of the park aren’t likely to be key and are most likely from long goal kicks or rushed clearances from the defending site. If you have a stopper/cover combination its to be expected the defender set on stopper will win more headers than the covering defender. If this isn’t the case then you could question the tactics you’re employing and perhaps switch them.

Tackles – The addition of the tactics creator has allowed us to employ defensive forwards and defensive wingers, this is a brilliant feature to analyse the success that they bring and if they’re suited to the role. It’s self explanatory with defenders and defensive midfielders – they should be winning the majority of tackles all over the park, but one thing you could draw from this is how high you should play your defensive line. If you notice players missing tackles on the half way line you might consider dropping a bit deeper.

Fouls – Linked to tackles again, the position the fouls take place is the best indicator here, similar to tackles, you can then adjust the defensively line accordingly. Furthermore, if a certain player is getting into double figures in terms of fouls you could toy with the idea of toning down their tackling mentality, or perhaps asking them to stay on their feet whilst tackling.  

Runs past oppositions – More commonly known as dribbling, this is key for wide players and attack minded players. If you have centre backs making runs with the ball you should be scared! If you have a player making more runs than you want you can limit it on the tactics screen, similarly if you want your wingers to run more with the ball. Quite annoyingly it only shows successful runs, I’d find it just as helpful if you were shown unsuccessful runs as you could perhaps instruct a player to cut inside or go outside more often, whichever you though got the best out of the said player.

Interceptions – Sweepers and ball winning midfielders are most likely to see the double-figure results here, although all defenders should be winning their fair share of them. If you employ a defensive winger or defensive forward you will also see a higher return in the number of interceptions up the park as they back 4 will be hurried and will be more likely to give the ball away cheaply.

As you can see from my brief descriptions above there are endless ways you can analyse player performances, limit what they do or don’t do and really get the best out of a player. There’s no need to use this every single game, in all honesty I only use it in pre-season and once I’m settled on a few tactics I won’t touch it again until the following year.

#-4 ChrisOrmie

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Good feature, good review!
I use this for judging debut performances only but perhaps I'll take a closer look at it.

BTW - FMVTOURSFTW! :thumbsup:


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