MatchWinner Posted December 19, 2021 Share Posted December 19, 2021 I have not enjoyed Football Manager for a long long time. I wasn't going to buy the game this year for the first time in years, but having played (and enjoyed) the demo I decided that I would give the game one last chance - BUT I would not download any updates so that I would be playing the same excellent match engine that I enjoyed in the demo without being spoiled by patches making the game harder. Now I have discovered that that decision is taken out of my hands and I am forced to update in order to even start the game on Steam. Of course now the game is exactly as I feared - the same tough difficulty that prevents me from enjoying my purchase. Many people may be happy with this level of challenge, but there are also many others that are not. Therefore I would ask SI Games to please reconsider adding difficulty settings to the game so that EVERYONE can enjoy the game in their own way. *When I mention difficulty settings, I fully respect the fact that the game's programming is far too sophisticated to simply add a single setting for easy, medium, and hard. What I propose is a series of categories when you set up your career game such as: Tactical effectiveness Player morale Transfer negotiations Injury frequency Then for each category you can select a level of challenge related to the category. For example: Injury frequency (INFREQUENT / REALISTIC / VERY FREQUENT). I hope this will be genuinely given proper consideration rather than just dismissed as impractical or already rejected. The same thing was said about the 3D match engine years ago and it is now a series mainstay. 3 Link to post Share on other sites More sharing options...
SI Staff Michael Sant Posted December 19, 2021 SI Staff Share Posted December 19, 2021 You're going to have to provide some further details on what possible way you envisage the game can accommodate varying tactical effectiveness, player morale and transfer negotiations for a feature request. A tactics effectiveness is determined by the players you use against the opponent in the ME. You can have a horrible tactic be effective with the right players, so conceptually how does that work? 1 Link to post Share on other sites More sharing options...
Mcfc1894 Posted December 19, 2021 Share Posted December 19, 2021 (edited) 1 hour ago, MatchWinner said: I have not enjoyed Football Manager for a long long time. I wasn't going to buy the game this year for the first time in years, but having played (and enjoyed) the demo I decided that I would give the game one last chance - BUT I would not download any updates so that I would be playing the same excellent match engine that I enjoyed in the demo without being spoiled by patches making the game harder. Now I have discovered that that decision is taken out of my hands and I am forced to update in order to even start the game on Steam. Of course now the game is exactly as I feared - the same tough difficulty that prevents me from enjoying my purchase. Many people may be happy with this level of challenge, but there are also many others that are not. Therefore I would ask SI Games to please reconsider adding difficulty settings to the game so that EVERYONE can enjoy the game in their own way. *When I mention difficulty settings, I fully respect the fact that the game's programming is far too sophisticated to simply add a single setting for easy, medium, and hard. What I propose is a series of categories when you set up your career game such as: Tactical effectiveness Player morale Transfer negotiations Injury frequency Then for each category you can select a level of challenge related to the category. For example: Injury frequency (INFREQUENT / REALISTIC / VERY FREQUENT). I hope this will be genuinely given proper consideration rather than just dismissed as impractical or already rejected. The same thing was said about the 3D match engine years ago and it is now a series mainstay. For me FM has never been so easy than it has now Edited December 19, 2021 by Mcfc1894 . Link to post Share on other sites More sharing options...
alian62 Posted December 19, 2021 Share Posted December 19, 2021 Come on really? An update does not mean a whole new game? Its the same game as the demo with some minor needed tweaks . The game does not change 1 Link to post Share on other sites More sharing options...
Weasek Posted December 20, 2021 Share Posted December 20, 2021 As I am sat here 10 points clear at the top of league 2 with Exeter City thinking maybe it needs to be made harder.until there are big advances in the a.i I just can't see that happening.would like to see difficulty levels of a.i would be good(better tactics, picking of team plus squad building)and more injuries for example.one thing that's annoying me is when the a.i pick half fit players to Start games. Link to post Share on other sites More sharing options...
AurioDK Posted December 20, 2021 Share Posted December 20, 2021 The only thing I would like implemented is an option to somehow being able to dictate/adjust expectations after a 10 year stay at a club, or simply let us adjust expectations with the editor. Link to post Share on other sites More sharing options...
achortagus Posted December 20, 2021 Share Posted December 20, 2021 11 hours ago, Michael Sant said: You're going to have to provide some further details on what possible way you envisage the game can accommodate varying tactical effectiveness, player morale and transfer negotiations for a feature request. A tactics effectiveness is determined by the players you use against the opponent in the ME. You can have a horrible tactic be effective with the right players, so conceptually how does that work? I am not really a suporter of the multi-difficulty option, but some ideas could be the following: - Hidden ability of human players in team controlled by him. For example, player controls X team with 20 players of 140 CA. He sees 140, but their real ability and stats could be different behind the scene. On Easy mode, CA is bumped to 160 and on hard mode it is dropped to 120 or something like that. All this is not visible to the player, he sees 140. But in reallity, on easy mode, his team will be 160 and of course winning easier. - Then it could be made easier (or harder) for human players to make transfers. Clubs could be made prone to accept lower offers by human, and players to accept lower contracts. - Regens for human player could be buffed by increasing stats of facilities etc behind the scenes. In general, by playing with the real stats and numbers behind the scenes could be an effective way to use diffculty settings. Just an idea. Nothing more. I don't know if this is really feasable in the game. Link to post Share on other sites More sharing options...
MatchWinner Posted December 20, 2021 Author Share Posted December 20, 2021 20 hours ago, Michael Sant said: You're going to have to provide some further details on what possible way you envisage the game can accommodate varying tactical effectiveness, player morale and transfer negotiations for a feature request. A tactics effectiveness is determined by the players you use against the opponent in the ME. You can have a horrible tactic be effective with the right players, so conceptually how does that work? If tactical effectiveness is problematic, maybe there could be a hidden boost/reduction for players on the pitch (in the same way that player attributes are secretly reduced in certain situations - like decisions being reduced when playing a player out of position). The fact that some people are saying the game is too easy proves my point exactly - you're never going to be able to please everyone as it stands. More settings need to be implemented - even if it's nothing like what I suggested - I'm not a games developer after all, that's SI Games' job. Link to post Share on other sites More sharing options...
Novem9 Posted December 20, 2021 Share Posted December 20, 2021 23 часа назад, Michael Sant сказал: You're going to have to provide some further details on what possible way you envisage the game can accommodate varying tactical effectiveness, player morale and transfer negotiations for a feature request. A tactics effectiveness is determined by the players you use against the opponent in the ME. You can have a horrible tactic be effective with the right players, so conceptually how does that work? Really difficult to say something specific, but I agree. For me FM is sandbox... which limited me to use own tools. I can't play as I want (replica of IRL tactics) and it's boring to play effective for me. Anyway, it started to be a problem to spent a lot of time to create tactic, just not ready for this anymore. Also 'meditative mode' likely to attract new customers to franchise. Point about tactics only, not management 1 Link to post Share on other sites More sharing options...
Novem9 Posted January 24, 2022 Share Posted January 24, 2022 В 20.12.2021 в 00:06, Michael Sant сказал: You're going to have to provide some further details on what possible way you envisage the game can accommodate varying tactical effectiveness, player morale and transfer negotiations for a feature request. A tactics effectiveness is determined by the players you use against the opponent in the ME. You can have a horrible tactic be effective with the right players, so conceptually how does that work? Game Motorsport Manager, published by SEGA too. This game has atributes too and there is 20 (!) levels of difficulty. 0 (zero) is default level, -10 the easiest and +10 the hardest. Don't know details of this, but this is definitely looks like I want to see in FM Link to post Share on other sites More sharing options...
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