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Marc Vaughan

SI Staff
  • Posts

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795 "If you build it, he will come"

Retained

  • Member Title
    Sports Interactive Developer

Biography

  • Biography
    Head of Handheld Development at SI, sorry not on twitter these days

About Me

  • About Me
    Melbourne, FL

Interests

  • Interests
    Helping to make Football Manager Mobile and Football Manager Touch /Console, eating, sleeping

Favourite Team

  • Favourite Team
    Brighton

Currently Managing

  • Currently Managing
    Eastbourne Boro

Recent Profile Visitors

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  1. I'll take a look into this, although (as always) any assistance that users can give will help us track down oddities and race conditions - for instance a save game from your save just before that award was given out would be a huge help.
  2. I'll have to double check later - but I think you're short of the requirements I'm afraid, not apart from anything else I think there is a time period limitation (ie. you can't get it THAT quickly).
  3. I'd recommend you post that suggestion on the FMT/C forums as this is for the Football Manager Mobile game.
  4. In the mobile version of the game you can only manage one team and can't add a second manager - if a lot of people request 'hot-seat' play when we'll consider adding it in a future version, but tbh it never seemed that popular when we last had it implemented.
  5. Hi - firstly the research for each league in the game is undertaken by people who watch those clubs, players and divisions and not something that us developers have direct control over. The second thing I'd mention is that flicking through the database quickly the Japanese player standard is nowhere near as low as you're indicating with the average level looking far more on a par with the English Championship. In general (and this is VERY rough) .... Current Ability in the game is on a scale of 1-200 ... For 'first teams': Continental Standard (ie. later stages of European club comps) - 145-150 English Premiership - Average roughly 135-140 English Championship - Average roughly 115-120 .. Japanese J-League Standard - 105-115 or there about, so around Championship level or just below. Better J-league Team Standard - 115-125 or there about, so Championship level for sure (better players are near Premiership standard) The big different glancing at things is that the English leagues appear to be a lot more physically competitive, whereas the Japanese leagues seem to have more older backup players active (ie. Yuta Minami playing at 43, Koja Homma 45, Shinji Ono 43, Yashito Endo 42) ... the lower physical side of things might be what is giving you that perception? (in all honesty looking at things if I was to manage in that league I'd prioritize fitness/physical development first and foremost as it'd likely give somewhat of an edge generally ... at least until other teams followed suit). PS - I don't personally watch the J-League in real-life (at least partially because its not televised here), so this is based on my looking at the game database.
  6. The player is likely to be one who is problematic potentially if they become unhappy - some players are quiet when upset, others are not ... Hlozek is very ambitious for instance, if he's also outspoken then this might cause disruption in the team potentially if he decides he wants to leave etc.
  7. Football Manager Mobile only allows one manager at a time at present.
  8. That's perfectly fine to say and I realize that our descriptions and 'blurbs' in the main are much abbreviated over the PC games equivalents ... just to explain why: * FMM does scale somewhat depending onn the device size, but even on larger devices we avoid small text because it can be hard on peoples eyes on a small screen (and also remember 20% of the population has sub 20-20 eyesight which is quite a large proportion). * The game is intended to be played at a faster and more casual pace than the PC game, so some text (notably news items) is left shorter and punchier so people can whiz through it quickly without slowing down their gameplay experience.
  9. Yeah the reason I try and avoid that is that not everything in the game works through simple settings because some of the roles are quite complicated (ie. not everything is a pre-set slider position, something involve bespoke AI for the role/position in question). So as a word of warning the potential 'customizable roles' mentioned below might be slightly more restrictive/less flexible in nature than those we provide within the game normally and obviously those custom roles wouldn't also be easily used by the AI. Yeah pretty much but packaged in a way where people could share roles they'd made and people who want to play a simple game can just use the pre-given roles without worrying about minutae (and do please understand this will be a long-term thing, ie. please don't expect it for a while, probably a couple of versions away).
  10. Heh as an old duffer who helped make CM01-02 I'm happy to speak to you (with FMM btw a lot of the more 'complex' stuff is designed to be ignorable - for instance you can turn team-talks off in preferences, but on a simpler note if you just leave it at defaults it simply acts in the same way it did before the game had them (ie. a talk is done with a neutral mood). The idea of the game is that everyone can play the way they want, as fast or as slow ... hence it has complexity and isn't 'dumbed down' for when you have the time to browse and take things in, but equally if you want to blast through a season you can I'll stick at it and hope to see you back again one day
  11. I mean like in original FM, where we can see that role A shoots more than pass, and B pass more than shoot, or role C more likely to pass than cross and D more likely to cross than pass, or role E more likely to dribble while F more likely to run into space to receive through balls... And so on, you name it. I tend to try and avoid this sort of 'clear cut' explanation because that isn't precisely how the game works - but I'll have a think about potentially adding a little more explanation along these lines in a future version. PS - Personal instructions aren't likely to come back in a hurry because imho they are far more complicated than selecting a role and we're trying to keep things relatively simple, I might 'however' allow people to setup some 'customised' roles where they setup specific instructions and then assign them to it ... that would be a long-term thing however (ie. probably not next version of the game, but perhaps the one after that .. would that be something you'd be interested in as a compromise?).
  12. Pressing is about how 'close' to the opposition your players attempt to get and how much they harass them. For instance if you defend with a high line and high pressing then you'll attempt to close down and retrieve the ball straight away. If you play a high line and low pressing then its more about closing down the passing routes than staying close to the men. With this in mind it IS entirely possible to play a high line and only own half pressing. This is the approach that a lot of teams have used against Brighton successfully in real-life, they defend high up the pitch but instead of committing hugely to a press and allowing Brighton to play through it they concentrate on cutting off the passing options and wait for Brighton to try and bring the ball up the pitch .. then because Brighton are prone to taking risks and pushing players upfield when they have the ball they will sometimes make an interception and end up with a high quality attack. Teams who defend high and press are more likely to end up highly committed up the pitch and thus should their press be broken they are more likely to concede a high quality chance ... although obviously it can be argued that by not being passive they might cause more turnovers than the other approach, which say suits your team is your choice as manager .. (hope that makes sense?) PS - As always no if a player attempts to get past an opposition player then he'll track or challenge as appropriate depending on the circumstances regardless of what his pressing setting is, there is also some 'variance' in pressing according to a players abilities and personality (ie. some lazy players (esp. strikers and wingers) won't press overly effectively even if you ask them to, I'm sure most people can think of a few irl who are liabilities when their team presses because of this).
  13. I don't wholly disagree with this and long-term its something we hope to improve by moving to a new UI system (the current one isn't fantastic with scrolling which is why the game minimizes that). This was changed last year as it was felt it would be easier for new users, feedback upon it how people feel about the new system is very useful so thanks for that. I'm surprised by that - but obviously its your opinion and as such valid, if you want to share your save then I'd be happy to take a look. We try very hard to hit the balance and keep the game fast and simple to play but allow people to have depth in it if they decide they want to look around - I realize its not your cup of tea, but I do appreciate your feedback and I'll mull it over as we work upon future versions of the app.
  14. Thanks for the detailed feedback - I'll make sure its passed along to the research team (sadly us developers don't get trusted to do the research ourselves, otherwise Brighton would be slightly better in the game ).
  15. The more freedom you give players the more they're likely to leave their positions and roam, this is obviously less likely for defenders - but if you have high creative freedom then its possible a ball playing defender might decide to take a chance and romp down the pitch with the ball etc. ... there are pros and cons to such things obviously, if your team are good players who are positionally strong and hard working them someone will likely cover his position, if not then it might leave a hole that the opposition can take advantage of. PS - But mainly 'creative freedom' means the more advanced players - midfielders and attackers will sometimes go off-script from their roles and normal positions, wingbacks are the most likely defensive players to do this (basically think about the roles you've given players and you can probably ascertain fairly intuitively which will appreciate the freedom and use it to attack more than others).
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