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Old 07-23-2022, 11:16 PM   #1
PSUColonel
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Manager/GM

Why if I a the manager & GM does the game care more about the players' relationship with the bench coach more so than the manager? (me). Does anyone find this odd and just not well implemented?
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Old 07-24-2022, 01:04 AM   #2
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I agree. I think as a MGR, I should be able to edit my attributes like you can for other coaches and see how well that gels with other coaches and players. i also hate that the human MGR does not get a profile so when I win MOTY It shows my entire history as both GM & MGR.
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Old 07-24-2022, 01:40 AM   #3
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When I play Manager & GM I just assume the bench coach is my head coach anyways. Hence, I feel as a person who has literal complete control, that the players shouldn't have any relationship with me, but the manager they play under, which for me is the bench coach. I do wish, we had the option to play manager & GM with an actual manager and bench coach though.
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Old 07-24-2022, 07:22 AM   #4
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This is another reason I don't play as a manager. Where are my attributes? Does the game use default attributes? Bench coaches? Who knows? I've regulated myself to playing as GM and I hire a manager.
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Old 07-24-2022, 10:26 AM   #5
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My thought was, if you are playing out every game as the active manager, creating attributes would be meaningless, since you are obviously going to make free choices regardless. [If, on the other hand, you plan to auto play games or parts of games, then by all means you need to create a set of strategy that is consistent with your general philosophy, and hope the AI follows it…] In other words, those attributes are for AI or auto-play. When you manage “manually” they would never come into play. Am I missing something?

What would be super cool, but I gather a whole different programming venture, would be for the AI to generate attributes for you, based on your practices and tendencies and decisions manually managing games. As the season wore on, you would develop a set of manager attributes that mirrored your managerial style. But deriving attributes from game decisions is the exact opposite of determining game decisions based on a set of attributes that already exist.
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Old 07-24-2022, 10:51 AM   #6
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Quote:
Originally Posted by Pelican View Post
My thought was, if you are playing out every game as the active manager, creating attributes would be meaningless, since you are obviously going to make free choices regardless. [If, on the other hand, you plan to auto play games or parts of games, then by all means you need to create a set of strategy that is consistent with your general philosophy, and hope the AI follows it…] In other words, those attributes are for AI or auto-play. When you manage “manually” they would never come into play. Am I missing something?

What would be super cool, but I gather a whole different programming venture, would be for the AI to generate attributes for you, based on your practices and tendencies and decisions manually managing games. As the season wore on, you would develop a set of manager attributes that mirrored your managerial style. But deriving attributes from game decisions is the exact opposite of determining game decisions based on a set of attributes that already exist.
That would be AWESOME. Imagine if the game kept track of all the decisions you make and at the end of the season it'd spit out "these are the strategy sliders you'd have if you were a manager" or, to go further and crazier, a statistical breakdown of all your managerial decisions.
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Old 07-24-2022, 11:18 AM   #7
BarneyRubble
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Originally Posted by Pelican View Post
My thought was, if you are playing out every game as the active manager, creating attributes would be meaningless, since you are obviously going to make free choices regardless.
They are not meaningless. If I hire a manager who is 'controlling' (for example), some players won't even entertain a contract with your team. You get the old, "I refuse to play for....". What if a human is the manager? Is he considered 'neutral'? Just how does staff cohesion work?

Some managers are better at development and/or aging than others, based on attributes. Are human managers 'default'?

That's just a couple of examples. When it comes to game/lineup/rotation strategies, then it really doesn't matter.
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Old 07-24-2022, 01:33 PM   #8
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Quote:
Originally Posted by Pelican View Post
My thought was, if you are playing out every game as the active manager, creating attributes would be meaningless, since you are obviously going to make free choices regardless. [If, on the other hand, you plan to auto play games or parts of games, then by all means you need to create a set of strategy that is consistent with your general philosophy, and hope the AI follows it…] In other words, those attributes are for AI or auto-play. When you manage “manually” they would never come into play. Am I missing something?

What would be super cool, but I gather a whole different programming venture, would be for the AI to generate attributes for you, based on your practices and tendencies and decisions manually managing games. As the season wore on, you would develop a set of manager attributes that mirrored your managerial style. But deriving attributes from game decisions is the exact opposite of determining game decisions based on a set of attributes that already exist.
This is somewhat ..true except it does seem to have an affect regarding team chemistry. Also, if they improve upon team dynamics in the future, which I hope they do, it would be nice to have players interact/react with ALL staff, including the human player.

Last edited by PSUColonel; 07-24-2022 at 01:36 PM.
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