Kevlor |
3 dias atrásHello Aymeric,
I really appreciate your active involvement and how you listen to the community, as well as most of the new features, but I think the one concerning MdM is counterproductive.
Whether it’s the first version (timer + instant change) or the second version (changes spread across several updates), it makes matches between two active players far less interesting.
Nowadays, without any leeway in the stats, it’s become difficult to gain a real advantage over an active and attentive opponent. It makes matches tight, not very interesting to watch, and increases the element of chance. It’s hard to catch your opponent off guard (which is a shame for a tactical game).
I understand, initially, the desire to find a solution when you suspected illegal use. But since it was a bug, it would be a shame to continue down this path.
I wanted to wait until the new season was approaching, gain a bit of perspective after several matches, and gather feedback from a number of managers before starting this new thread. This change is having a negative impact on the motivation of many members, including some of the most active in your game. I think that’s a shame 🙁
Thank you for taking the time to read this, and I hope you’ll have a rethink on this matter 🙂 That would be great.
Have a good week, everyone
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Galywat |
3 dias atrásThe second version at least has the advantage of being clearer and less of a tactical mess; I think it could be used as a basis.
In my opinion, it is possible to improve the current system slightly:
--> Have a sort of token system for each team to reduce the delay in implementing new instructions to 0 seconds, as currently happens during a substitution or at half-time.
For example, having 10–12 tokens per team, or 5–6 per half. This would, in a way, simulate the fact that the team is able to adapt to new instructions quickly, but that a certain number of times
Each team would be free to use them whenever they wish. This would offer a good compromise for trying to influence the outcome, whilst keeping the gameplay similar to how it works today. The number of tokens could be adjusted based on feedback from the first few matches.
But it’s clear that at present, between two active teams of similar standard, barring certain very specific moments, it’s extremely difficult to make a difference.
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sora02 |
3 dias atrásPersonally, I don’t think this token business solves anything at all.
What sets two active managers apart is a snapshot of their tactics at a specific moment.
This has always (and I emphasise this!) been the case since the game was created.
When it comes to tokens, or the 10-second restriction on changes, or even the 10-minute delay that occurred, as soon as a manager issues a command, there’s an instant reaction straight away, and the likelihood that it won’t be taken into account (inevitably, it only lasts a few seconds) is immense.
So, we end up with a mess where:
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all the tactics will end up looking the same (that’s another issue, but it’s the next problem)
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the dominant manager has free rein to do as they please, whilst the dominated manager will have virtually no way out unless they succeed.
The only real solution is to revert to the minute-by-minute version, without seeing the opponent’s changes in real time – if that is what is troubling those concerned about ‘botting’.
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Galywat |
3 dias atrásL'idée avec les jetons est de laisser le choix à l’adversaire de réagir de suite ou de corriger sur la durée pour garder son jeton pour un autre moment. Ca laisse un peu plus de latitude tactique. Meme si, oui, tenir un score (par exemple) quand tu as une équipe similaire en face sera assez facile tactiquement.
Je propose ca car j’ai fait le deuil des actus toutes les minutes (perso je serais même plus partisan de 3 ou 4 minutes pour plus coller à un vf plus posé mais passons), mais ouais ce serait le mieux de tres tres loin. Je te rejoins tout à fait sur tes analyses et celles de kevlor.
J'espère toujours qu’aymeric revienne sur ce système mais j’y crois peu voire pas du tout.
Quoiqu’il en soit, sans etre dingue ou à la hauteur de ce qu’on avait il y a quelques semaines je préfère la mouture actuelle à la bouillie qu’on a eu pendant quelques jours.
7 more replies
sora02 |
3 dias atrásHélas j’ai le même points de vue.
A savoir quand même que c’est plus agréable que la bouillie d’il y a 10j parce que le niveau d’infos n’est pas le même entre manager pour le moment. Quand ce sera uniformisé ça sera tout autant imbuvable.
La LDC sera un révélateur, puisqu’en championnat on revient à ce que j’évoquais dans d’autres topics, les matchs entre managers actifs sont assez rares
Galywat |
3 dias atrásOui la réussite a toujours ete cruciale sur ce genre de matchs mais elle sera encore plus prépondérante.
Ce que j’ai du mal à comprendre c’est qu’aymeric ne voit pas le problème : si on doit miser sur la conversion chanceuse d’une actu à 0.05 xG pour marquer dans ce type de match les frustrations seront bien plus nombreuses que par le passé.
Putneg |
48 horas atrásMoi je trouve ça bien et équivalent à un system ou tu fais un changement toutes les 5mn. Et ça ajoute le problème du nombre de consignes :
Changements de joueur
Changements de poste
Changements de consignes indivuelles
Changements de consigne collective
Que permettrai l'utilisation d'un jeton exactement?
Parce que là tout est effectif au bout de 5mn et c'est le côté logique du temps qu'il faut à une équipe pour s'adapter à de nouvelles consignes. Et ça rend le jeu moins épileptique et plus agréable.
k3vin59218 |
46 horas atrásPlus agréable ?
Explique nous ce qui est agréable a patienter sagement que les joueurs appliquent les consignes ?
Quand tu joues a un jeu , peu importe le jeu , tu touches a quelque chose 10 secondes et tu attends a chaque fois 5 minutes pour voir ce qui se passe ensuite ?
Un jeu est fait pour jouer , pas pour regarder 90minutes défilés
( vu l heure je ferais mieux d aller dormir )
Mais vraiment , j aimerais que tu expliques ce que tu trouves agréable a cela .
Putneg |
41 horas atrásLe rythme Kevin, le rythme. Sur 1h30, j'ai pas envie de changer de tactique 90x sans pouvoir cligner des yeux. Si j'ai envie d'être hyper actif, je joue à clash royal...
Et c'est une question de goûts Kevin, est ce que ça s'explique plus que ça ?
J'aime bien, toi non.
Marcus Aurelius |
39 horas atrásThere was never any need to change tactics 90 times before; some people did it, but it was pointless.
And you can still change tactics 90 times if you fancy it. That hasn’t changed. It’s still pointless – even more so than before.
The problem is that seeing the opposition’s formation, combined with the fact that it takes 5 to 10 minutes to set up, means you can easily anticipate their moves. So you can spend 90 minutes anticipating, relying on a misunderstanding to secure a better result than a 0–0 draw.
I suppose you might find that enjoyable if you actually appreciate the total lack of rhythm.
Now, it remains to be seen what the medium- to long-term impact will be of a game that pits players against each other in a gameplay style characterised by a total lack of rhythm.
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sora02 |
39 horas atrásHello Putneg
Don’t forget that with this token that updates the statistics in real time, if you’ve got tokens, your opponent’s got them too.
And if you catch them off guard for a few seconds thanks to this token, your opponent will adjust and try to catch you off guard a few seconds later.
As a result, it all cancels itself out very quickly because, once the first token is used, everyone adjusts very quickly.
In the end, it all turns into a bit of a muddle, or it becomes very easy to return to the status quo.
A status quo that will benefit:
- the team in the lead / the team with the best squad
It’s going to be difficult for a manager with a weaker team, but with the same level of information as their opponent, to come out on top as things stand
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steril |
3 dias atrásMauvais idée! On va se retrouver avec des jetons payants au VFSTORE. Pendant que les mecs qui jouent gratuitement vont se retrouver avec des pubs pour Onlyfan ou autre ….
Demi-cerveau |
3 dias atrásBien sûr. Je t'ai même envoyé un exemple en MP ! Après il faut définir "actif". Si "actif" c'est uniquement les managers qui ont au moins 1100 de stats en début de match ET qui bougent à chaque minute (soit, à la louche, 1% de la population VF), je ne sais pas.
sora02 |
3 dias atrásAvec le même niveau d’infos sur les chgmts il y en a assez peu pour le moment
La LDC sera plus parlante
De mémoire j’ai juste le Ced90 / MagikJojo en tête et en effet c’était pas joli à voir
4 more replies
Magik'jojo |
3 dias atrásL’avantage à ne pas bouger pendant 1h tu sais que peux aller manger ou faire autre chose en même temps sans craintes . Après faut juste faire gaffe à la mi-temps et aux changement car ça s’actualise d’un coup … et attendre tranquillement la fin de match pour un joli 0/0 ou par miracle 1/0 sur un pile ou face . Dans 6 mois si ça reste comme ça il n’y aura plus foule ici. C’est bien dommage , mais la direction prise n’est sûrement pas la bonne ou du moins il faut la corriger rapidement sinon la LDC et vffa va venir à bout des quelques résistants qu’il reste ..
RMP-Val |
3 dias atrásActuellement les changements et la m-t sont les seules armes pour surprendre l’adversaire rapidement et on se retrouve avec des situations en 2eme m-t ou chacun a son tour répond par un changement pour se replacer immédiatement.
Magik'jojo |
3 dias atrásC’est ça …
Galywat |
3 dias atrásIl est clair, en tout cas, qu’on va avoir un regroupement de tactiques centrées autour de phj jeu direct, contre attaques et des attaques à 3 pour bourriner les côtés sur les matchs serrés si ca reste en l'état. C’est juste un paliatif miser sur un bridage du jeu naturel sur les côtés pour passer par là.
Ce sera le seul moyen de garantir un peu de déséquilibre pour contrer un adversaire dans ces cas de figure..
Le niveau des équipes va reprendre le pas sur le niveau tactique d'assez loin.
Galywat |
38 horas atrás@putneg
My idea might not actually be a good one. However, these days it’s impossible to make a difference against a team that’s on the same level as you and just as active.
As for the pace of the game, it’s not a problem – I like it too – but it’s not at all suited to the current MDM.
==> You need to create imbalances to generate the maximum xG these days (and since 2007). At the moment, that’s impossible when teams are on an equal footing. My token idea was to be able to recreate those imbalances, but admittedly, it might not be any better.
For example, to take two current examples: without absolute success, it’s now impossible to beat teams like Magpie’s (one of the best in the game, if not the best), or Lahi when he fields a defence of 550–600. Before, you could occasionally catch your opponents off guard; that’s impossible now. This MDM favours the 3-4-3 formation, PHJ and big teams that can create an imbalance thanks to their squad depth. Tactically, you have absolutely no leeway against these teams.
==> Another idea, with no going back, is to completely overhaul the MDM – typically, by reducing the conversion of defence ratings and PHJ into zone stats, and/or increasing attack. But that would have other unintended consequences, such as making it impossible to defend effectively. It’s a bit of a vicious circle. Perhaps it’s just a matter of fine-tuning.
==> I’m not sure, without a total overhaul of the MDM, that it’s possible to have a viable system as we have today. We also have to accept that VF remains a game; if we want something more structured, we’d have to go back to fixed updates every 3–4 minutes and hide the opponent’s movements. It won’t be real-time, and anyway, what difference does that make? We’re not playing FM.
The MDM is the foundation of VF; it’s also why there are still quite a few veterans playing. In this age of AI, you could create a VF clone in two weeks. A certain veteran player whom every VF player knows has gone all-in on this: if you look at his game, he’s using a system that’s almost identical to the MDM’s core mechanics; he doesn’t even try to hide it – it’s bordering on plagiarism as he uses the exact same terms and has just added a few extra gimmicks. I won’t play it on principle, but I see loads of people flocking to it, and I can understand why they’re finding things there that they miss in the game. The big VF matches are the very essence of the game; if those matches become uninteresting, you’ll lose the game’s active and long-standing player base in the long run – that’s guaranteed.
I’m not saying the game shouldn’t evolve, but the current changes aren’t well thought out on the MDM, at any rate. Nobody plays VF for the shop in the first place; we play for the matches and stick around longer for the shop. We play for those 5–10 per cent of matches that will make all the difference.
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Ced90 |
37 horas atrásAs things stand, if we take a bit of advice on board, here’s what ‘might’ suit everyone:
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The pace: Statistics updated every 3 to 5 minutes (at random), which means you don’t have to be glued to your screen for an hour and a half non-stop. On the other hand, something immediate, perhaps with more responsiveness from the MDM side in the event of a major imbalance.
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Hiding the ability to see the opponent’s moves: this is essential, whatever the format.
It gives a slight advantage on PC (but only just…). And I understand that it’s unbearable to have all your moves anticipated over 90 minutes. Even more so with the current meta, where there are only a few useful adjustments to make during the match.
At the moment, it’s true that it’s very, very difficult to create an imbalance, especially when you know what attack/defence ratio is needed to stand a chance of creating a chance with maximum xG. It’s impossible against an active opponent.
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lorenzo861 |
34 horas atrásIt all boils down to one thing… I’M SO BORED!
Even though there’s no point in making substitutions every minute for 90 minutes, just trying to keep up with the opposition’s moves – whether tactical or individual – really got the adrenaline pumping!
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Uzzego27 |
32 horas atrásBefore the start of the new season, is there any chance we could do something about this over the weekend, @aymeric45?
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