Friday, November 5, 2010

Turning moaning into positive energy

Since the latest patch hit the Live Gameworlds, people have been complaining about the new match engine. Too many injuries, too many red cards, too many yellow cards...

Regardless of the fact wether or not these complaints are actually valid or just the result of poor tactics *cough cough*, these complainers have been rather vocal both inside the Gameworlds, using the discussion mailing list and general mailing list, as well as on the forums, where numerous threads popped up where people either did a rage quit or moaned at the supposedly poor Match Engine.

I'm not a big fan of these negative discussions floating around, as they give off a wrong vibe. It's a very vocal and hardcore minority which finds these changes terribly negative, but the majority of the people will just get on with the game, adapting to the new surroundings and conditions.

FM Live is much like, constantly changing and evolving. Don't resist the changes or try to control every aspect, because that won't work. It will generate stress and anger, which in turn poisons the atmosphere inside a Gameworld. For a game so relient on its community and human interaction, this could be fatal.

Instead, go with the flow and experiment to adapt to the new conditions. Try and see the positive in these new situations. Everyone has to deal with this, so why not ask others how they are handling it and you would be amazed at the amount of tips and pointers you will receive.

In an effort to channel this negative energy into something more positive. People complain about injuries and bookings? So let's give them a challenge where they have to get as many of those as possible, with a competition element added as well.

I've created a sort of CPU challenge, where users take on the environment of the Gameworld, preferably against a side everyone will be able to beat anyway. Instead of focussing on scoring goals, which would favour the stronger sides of the Gameworld, I will let everyone have a go at exactly these points they are complaining about, injuries and bookings.

This is the challenge I have issued to the Gameworld:

MISSION: HIT THEM HARD: your team plays . +1 for every yellow card you get, +2 for a direct red card, +3 for every knock you inflict upon your opponent, +4 for every green injury you inflict upon your opponent and +5 for every red injury you inflict upon your opponent.

Now instead of moaning about the Match Engine, people have banded together and are trying tactics to maximise their amounts of bookings and injuries, in an effort to reach the top score in the Gameworld (which incidentally is 29 points).

This is a two-way street as well. If they know what they have to do to get a lot of cards and injuries, they also know what to do to prevent these things from happening.

Trying to channel moaning and negativity into something more constructive, it really can be this simple.

It's been a while...

I haven't exactly been a very diligent blogger. In fact, I've been rather inconsistent these past few months. Mostly because of a combination of a severe lack of inspiration and other work taking up all my attention.

To get you guys upto speed on my activities lately... I have resumed my community activities and have in fact been promoted to the Support Moderator team to boost the community activities throughout GameWorlds.

I have also managed to secure a position within the faculty of the school I was working, which means I have to devote more time and effort towards my work compared to last year.

What can you expect the next few weeks? I hope to write several blogs in the next few days. Some will deal with the constant moaning in the Live Worlds about how bad the 1.6 patch was, some will deal with how the ME seems to have changed and some will just deal with the topic I am best at; community activities.

I hope you will all stick and have stuck with me, since I know I've been neglecting this blog severely.

Tuesday, July 20, 2010

What makes FMLive so great

My mates sometimes ask me what's so fun about FM Live. It's not always easy to explain. I think it's the fact that you outsmarted another human being and you can actually rub it in a bit.

Incidentally, I just noticed this chat in Butragueño's DFA.

D1: sunderland sharks 2-0 Jazzy Ginners F.C FT
Liam Ferguson says: (14:24:43)
Noor Sabri - legend
Tom "Metgod" Parkin says: (14:24:58)
shit
Liam Ferguson says: (14:25:17)
he got man of the match in our game he cant be shit ^^
Tom "Metgod" Parkin says: (14:25:19)
RAGE QUIT
Tom "Metgod" Parkin has left the chat
Liam Ferguson:user#500766> says: (14:25:25)
lol
Liam Ferguson says: (14:25:34)
owned

Wednesday, July 14, 2010

Countering the hordes of 4-3-3 / 4-1-2-3

Whether it is the Lobby, the Tactics chat room or the forums, people are always complaining about other users and the supposed successes they are achieving because of their 4-3-3 / 4-1-2-3 formations.

Basically, the formations looks a bit like this (image is the courtesy of FML-Tactics):


In some cases, the DM (defensive midfielder) is replaced by a regular MC (midfielder central), but this is pretty much how it looks. Depending on if you're facing a classic tactic or one created with the tactics creator, there will be some differences in the definitive setup, but this is the overal look of the thing.

Instruction-wise, these formations have one thing in common. They are ultra-narrow. I mean really narrow. What they rely on, is dominance in the centre of the pitch. Call it a glitch in the Match Engine or whatever, but playing very narrow upfront and in midfield seems to work wonders.

Your own narrow midfielders are perfectly capable of going wide to track an opposing winger, whereas the same winger or midfielder seems unable to cut inside to mark a run of the narrow player.

This generally leads to the three forwards overloading on the two central defenders, because the opposing wingbacks won't cut inside to help their centre-backs, unless you instruct them to man-mark, which most managers don't do by default (the default setting for most wingbacks is zonal).

When you leave a match versus a team like this to your AI, you're pretty much screwed. Your AI won't make the necessary changes and when it does, the other manager can just change his tactic around again and hammer you anyway.

Should you find yourself in a live match versus a 4-3-3 or 4-1-2-3, don't despair. You can beat them. I won't say it'll be easy and it definitely won't be a pretty match to see, but hey, it's not your fault they're all mindless sheep playing the same generic formation someone posted on the forums, right?

Taking in mind I'm using a 4-2-4 formation (basically a 4-4-2 with advanced wingers), this is how I counter the swarm of mindless sheep using the same formation.

First of all, my DR and DL are set to man marking. That doesn't mean just general man marking, but I assign them to a specific opponent. My DR picks up their FLC, whilst my DL picks up their FRC. That should leave my two centre-backs to deal with their remaining central forward.

That isn't enough ofcourse, as your defence will most likely still be spread wider than their offence, meaning your wingbacks still have to cut inside to mark their target, which they are generally not good at.

So the next thing we do, is change our style of play. I generally opt for a counter-attacking match strategy. This automatically narrows the own formation to match that of your opponent sufficiently to allow those wingbacks of yours to pick on those pesky all-speed winger-attackers.

As I said above, the 4-3-3 / 4-1-2-3 sheep usually employ very fast forwards, who can run at your defenders and skip past them. There's not much you can do about that, but you can limit the effective range of these speed demons.

The best way to do that is to use one of the in-game shouts. Tell the team to drop deeper. By dropping back, you effectively decrease the amount of space a forward can run into. More often than not, if a striker does run through your defence, he will find himself in a difficult angle or even running the ball out for a goal-kick.

Setting up your keeper as a sweeper-keeper also tends to help, as he can help sweep up any through-balls or pesky strikers chasing after such a through-ball.

That pretty much sorted out the defensive part of taking care of the mindless drones, but I'm quite sure none of you are satisfied with just keeping them at bay. No, we wish to punish them for their lack of imagination by actually winning the match or at least putting a few goals past them.

So here's what we do. Again, we look to use the in-game shouts. Since your own formation is by default wider than theirs, as you are using at least two wingers or inside forwards, your opponents weakness lies on his wings, where he basically has no players.

Sure, the central players will drop wide to get at your wingers if needed, but that will take time and we're not going to allow them that time. No, we are taking advantage of their Achilles' heel and we are hitting them where it hurts them the most. We're doing this by using the exploit the flanks shout, which does exactly what it says on the tin.

Next up is the get the ball forward shout. We don't just want to go wide, we want to go there fast, as we don't want to allow their central midfielders to drop wide and pick up on our runners. So get it out there and get it out there fast.

Last up is the pass into space shout. If your wingers start running with the ball in their feet, they're usually a bit slower, so let's not do that. Since the opposition has no-one directly picking up your wingers, they're going to have a fair amount of space, so let's use that to our advantage. Let the wingers chase after a ball that's not played into their feet.

More often than not, this will draw an opposing wing-back out of position as well, as he will try to intercept. When your winger is fast enough, he will usually skip past this wing-back, which leaves your man on the ball, plus your two regular forwards and other inside forward/winger on the other wing versus three defenders.

Sure, that won't always result in a goal, but in the end, you're always going to put a few of those chances away. Oh by the way, this isn't a 100% guaranteed way to success against a 4-1-2-3 or 4-3-3, but I reckon I've won about 80% of my live matches against one this way.

Wednesday, July 7, 2010

Stepping Down As Quiz Master

This has probably been a long time coming, but I've decided to stop hosting quizzes in my Live GameWorld, which is currently Nuñez.

The quizzes are supposed to help build community spirit and bring the community together. What I've seen in the last quizzes is something quite the opposite. Several mutes because people wanted to disrupt progress. People ignoring other people's requests and the moderator's requests to play the quiz or leave the chat room.

When you take into account that a sixty minute quiz takes about the same amount of time in terms of preparation, you can see why I'm not in the mood to have it ruined by a few buffoons.

Last night's quiz wasn't even my own, but it was symptomatic to what the community has degenerated into at times. Some random shouts and "humorous" attempts at an answer.

I suppose we have to accept "Abu Hamza" as a valid guess to the question "Who was deemed the Asian Maradonna, before the Iranian government forced him into retirement?"

The same applies to answers regarding Germany, where it's apparently perfectly acceptable to name Hitler or other nazi party members.

Under the new guide-lines, we have to be pretty lenient with that, so we didn't even mute on first offence, but only used this on repeat offenders.

This usually stops the trouble, but the fall-out means we have to deal with adding mod notes to someone's dossier, as well as dealing with the muted user after the quiz.

To be fair here, most acknowledge their mistake and just move on, but there's always one who vehemently protests his treatment and claims victimisation on our part. A bit of a mail contact between me and a user is below:



(User X)
i never swore.. kum is a player ive been offered by jim !!!!!!! i can prove it !!!!! unmute me <:emoticon#67> and i want compensation

--------------------
(Guido)
Mind your language and you wouldn't have been muted in the first place.

--------------------
(User X)
unmute me i was discussing a transfer with jim <:emoticon#3> i dont pay money for you to be an idiot 


It's this general shift in attitude that gets to me, as this attitude is becoming more and more common. You know there's a quiz in place.

Picture the situation if you will. You've been asked several times to discuss your transfer outside the Tactics Chat (which makes sense to begin with, quiz or not). You persist anyway. You get muted and then you proceed to call the moderator in charge an idiot, demand compensation and hurl in some abuse in the Lobby as well?

Oh haha, Guido! Grow a sense of humour. The player is called Kum! That is bloody hilarious.

Maybe it is, maybe it isn't, but when it's clearly disrupting an activity which seems to amuse about twenty or so other managers and you are asked to stop it, why do you insist on continuing?

People seem to enjoy challenging the guys with the badges a bit too much for my liking, as well as trying to get others into trouble or disrupt whatever chat is going on in the GameWorld with inane drivel and spam-like comments.

No more of that for me, please. When running a quiz means we have to have a second moderator tag along to clear the debris and fall-out from users going berserk, I feel we've taken a wrong turn somewhere along the line with our community approach.

Tuesday, May 18, 2010

It's not cheating if SI don't fix the bug, right?

I think they coded this bug out of existence by now, but the effects can still be noticed in Miller, which is running a follow-up of codes. Basically what happened is this, some users were buying up Returning Stars and waiving them to gain a higher position in next year's draft.

What they did was exploit a small loop-hole in the code. They signed cheap and not very good Returning Stars from teams who were glad to get rid of them for a bit of cash, they kept these players for a few days and they waived them to gain rank in the draft, ending up ahead of genuine new players and the legion of regular restarters we have every season.

This meant for example that a club with a Level 12 reputation was ending up in the list of Reserved Players. These Reserved Players are basically the very best stars returning and they are reserved for a reason. These players are allocated to users who are new to the GameWorld. You could end up with guys like Pato, Messi, Cristiano Ronaldo or Xavi for example.

Our exploiting friend ended up in this list three seasons in a row. Even after the bug was fixed, he still ended up there, presumably because he waived so many Returning Stars before that he lodged himself into the top 20 of the draft for some time to come.

Despite this being an exploit, it isn't entirely a bad thing. After all, the nature of beta is that you try to fix bug like this one and the only way to know that they are there is to try and see if you can bend the system in a way it wasn't designed. Naturally, your obligations as a tester would require you to actually log such attempts if successful, so that the development team can fix it.

For example, about nine months ago, I discovered an exploit where it was possible to invite CPU clubs into competitions with prize money and basically hammer them into oblivion whilst gaining money at the same time. It was basically the ultimate DYM, when properly ran, you could potentially make 450k profit pro half hour by hammering a single CPU club. Not a bad deal I would say.

Naturally, I logged this bug with the development team when I noticed it was working and it is now no longer possible to use this exploit to boost your club's finances. I did what any good beta tester would do when he discovers an exploit, I logged it and provided the developers with a load of evidence of what I did exactly so they could fix it. As a sort of reward, I got to keep the 200k I made with these competitions, as I had ran them in a small scale form

Unfortunately, our exploiting buddy I mentioned earlier did no such thing. He didn't report the bug on the forums, he didn't flag it in-game, he kept it quiet and continued to exploit it for about two to three seasons. By that time, we as a moderator team had noticed him climbing the ranks of the draft in an odd way, but we needed the time to gather evidence of what he had done exactly before we finally logged the bug. At around the same time, a regular user also flagged this on the forums.

So, what do you do as a moderator in such a case after the bug is flagged? We looked into the situation and because the exploit was never flagged by said user, we issued a warning and took his Returning Stars allocation for that season, hoping that would fix the situation.

Next season, he ended up in the top 20 of the draft again, so naturally we repeated the process, which apparently angered said manager. He was furious at the moderator team for taking his Returning Star again, as he failed to see that he was still benefitting from his exploiting efforts several months before.

He failed to see the causality between waiving a bunch of Returning Stars and climbing the ranks when he shouldn't have been able to and him ending up in the top 20 of the draft, above genuine newcomers from Beta Coppell, so he vehemently protested what we were doing, claiming it wasn't a cheat if SI didn't fix the bug.

That brings me to a rather interesting point and a flaw in his logic. How can they even know there's a bug if you didn't report it? You are saying you're not cheating because they never fixed a loophole you didn't report in the first place. Am I the only one who thinks this is weird?

Wednesday, April 28, 2010

Observations From A Potential Client

Much like myself, my younger brother has been an avid fan of the Championship Manager series and the subsequent Football Manager series. He has never ever played FM Live though, not until recently anyway, when he spent the at my place and watched me play FM Live for a bit and eventually had a go at playing a few friendlies with my team as well.

Naturally, he had a few things to say about the game and I feel that some of his observations make sense and are worth mentioning in this blog, and probably towards SI as well.

He immensely enjoyed the fantasy football aspect of FM Live. A chance to build a team from scratch and just use your nouse and instinct to work the market and tactics to achieve success. He thoroughly enjoyed browsing the database and checking how the game rated his favorite real-life players.

Whilst he saw the advantages of Returning Stars, especially for newcomers, he wasn't a big fan of this feature. In his opinion (and my own), retired players should stay retired. He proposed offering the Returning Stars system in combination with Youth Academies. All the graduates would be tossed in a large pool, the worse clubs get first pickings.

Youth Academies were a nice idea, or so he thought initially. When browsing the market for free transfer youths, he noticed there were hardly any and the ones that were there had been dumped by the larger clubs. I explained that the great number of academies meant that there were less players generated for the free market. He replied that this would mean that academies were the only viable alternative for long term planning regarding a youth team, in which case academies should be scrapped, since it's basically forcing the users to play the game in a certain way. As an alternative, he mentioned the drafts.

The last of his key issues was related to the time it took to build a successful team. My team is a Level 17 club, so he understood I had a pretty good team going. With him being less patient, he was afraid that if he didn't achieve success within the first three to five seasons, he might lose interest and stop playing.

According to him, (some, if not a majority of) people buy computer games because they want something to win at. He acknowledged that FML has no win button so if there was not enough success, he would quit. We have seen this in the post-reset GameWorlds, where hundreds left because they can't hack it.

So there you have it, the views of someone who never played the game before... Which conclusions should be drawn from this? Maybe I'll get back to you on that a bit later.