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santy001

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Everything posted by santy001

  1. You may, or may not, need to play through all previous instalments of the game first in order to catch up on the story.
  2. The trailer posted above clearly states that if you pre-purchase through the medium its mentioning you secure early access. Don't worry about advanced access. If you had it, you'd know.
  3. We're already months past the November 6th release date if you can convince yourself its currently February 2024.
  4. I think often times it depends on the game genre. Some do need to move on to keep interest, or to avoid the game becoming a solved equation. Putting features in only when they're 100% ready will never work for a game that is developed in an iterative manner like SI does. Some future systems, maybe those not even on the 5-10 year down the road stage, need some things to be in place through other systems before they can come to fruition. Some are new things to the game but turn out to be a little underwhelming. Look at Starfield, as far as I'm aware Bethesda never had a procedural generation module/aspect to any of their games before. It's hardly revolutionary to games, but they've got that working in their engine now and I feel its fairly likely it will somehow come to use in the next Elder Scroll/Fallout games (probably to adjust caves & dungeons to have a bit more variation than the 10 or so tilesets they had before in different arrangements).
  5. Might as well get in on this page with my favourite FM wonderkid of the past, alongside some other great wonderkids of FM past:
  6. For the majority of players on FM each year you're accruing more and more experience with the games mechanics. Fortunately, SI aren't a developer who reinvent the wheel for the sake of it to have change when a particular element hasn't changed. This means that for each subsequent FM that releases you come with your cumulative knowledge of FM + 1 more year. In many cases like my own, its football management games in general. Those core ideas still build up and the reality is that typically by being on these forums there's a chance you're at the top end of FM players by virtue of being here. You're invested enough to have taken the time to create an account to join, post in threads and consume the content available. Whether that's good player guides and how to identify them, tactics information from some of the fantastic minds, the training guides that get the most out of player development etc. It's easy to forget that aspect a lot of the times. It does mean the game will inherently come easier.
  7. If you can get the number FM23 matches played to that 2 and a half billion figure Miles will be forced to release the beta. Because of the data limit if it gets any higher than that the number will flip and become negative 2 billion matches played.
  8. Hidden a few posts, ultimately, the opinion of one poster finding a few things outdated doesn't really need to then go down a path of promoting external websites for FM resources. Not what this thread was for. If there are certain posts people are feeling should be stickied as guides then reach out to some of the T&T Mods, however, as mentioned by Rashidi there is currently a review ongoing as to what threads are still appropriate or may need adjusting moving forward.
  9. With the amount of posts that have had to be hidden today, it's going to have added at least 1 day onto the release date of the beta. Although in all seriousness people do need to be a bit more mindful of some posts.
  10. It's always a shame that the beta release cannot occur until SI have the set-up in place so that all match feeds are run past Miles directly and he can decide who out there will have a match where they get lots of shots but still lose. It's well worth mentioning the only way to avoid such a fate is to subsidise SI with bon bons.
  11. There's no reason for a statement from SI on this. It's a business decision they will take just like the many other business decisions they take year in, year out without putting statement's on.
  12. There are three possibilities with a system which functions in a game. Not necessarily FM, but just any game. With a suggestion like this you have to factor in that it will be functioning in a game environment and so there are certain inescapable realities. - It's entirely random, you have no part in it and therefore its entirely down to luck. - It's criteria driven and within a few days players figure out the trends and within a couple of weeks an extensive guide to 200 PA players becomes available. The whole system is annihilated. - To prevent the second scenario it's so incredibly sticky a system that the criteria need to be sustained for such long periods its effect is negligible. The suggestion only ever truly works if you change what PA is currently a reflection of. There is no situation under which PA could be dynamic when PA represents the best this person can ever be under the best possible situation.
  13. The, free, pre-game editor. You can create a custom database with him added in.
  14. Discussion on this topic is fairly redundant given no matter what insights or inputs anyone has on it, it won't be relevant to the decision SI make. If players are actively included in squad registrations then irrespective of what is happening in their life outside of football they tend to be included in the game. Players who are suspended by their clubs and not registered to play with any team have been left out in the past.
  15. Hi folks, just a quick courtesy message. As moderators we've removed the thread titled [FM23] Transfers & Data by the Wizard. We understand some people may search for that thread or come back looking for future updates and have some confusion where it cannot be found. This thread is to provide clarity on that front. We have the overall aim of maximising the benefits to the community by having as much of the created content available as we can, in line with all the other rules (licensing etc). While there are no hard rules on the creation of content, if you do use others work there should be an appropriate crediting of/agreement with that creator. This thread will be locked at the time of posting as ultimately discussing the moderating decision is something done privately between moderators. Hopefully this just explains to those searching that the thread has been removed & to other content creators that we will look into issues raised with moderators.
  16. Yes, the changes take a long time to really make a tangible difference. Things like changing your Head of Youth Development alone can take years to have an impact. I'm not talking 2-3 years either.
  17. I haven't reached it for an awfully long time now, but I believe the game stops counting beyond 100.
  18. Wouldn't imagine so. It was decided well after the season ended.
  19. Well I've managed to do it in a network save where I've got another player competing with me year in, year out. Wining 9 out of the last 10 EPL's and winning 7 of my last 8 Champions league finals. You should, based on what you're describing be having 60 game seasons. It's quite easy to find 5-10 appropriate games for an emerging player. I've shown you 14 players who have over the past 2 years been an active part of my squad. With those who were sold bringing in around £300m (out of £579m total raised in sales) in 4 transfer windows. I do consider that to be a successful youth development system.
  20. I've only included players I sold while young and realising there was no long term position to put them in and not including previous generations who I kept around and sold as they were pushing into their 30's or had been sold in the years before. Also didn't include anyone I sold for less than £25m. Ultimately you have to give players the time to grow. You have to give them exposure to appropriate challenge through loans/rotation.
  21. Some regens I've had in a single save, starting firstly with the one's I had to sell because I've had so many I couldn't fit them into my team:
  22. @wazzaflow10 the game already has this in place, for the AI at least. I regularly lure the AI into overpaying for youngsters who are in a hot streak or have played adequately in a handful of games that don't have the potential or are less likely to fulfil their potential. I've also made it something of an expected pattern I can bring in mid 20's players who have under-performed at their last club and quickly turn them around and get a profit from them. This is from a network game with a friend and so there is a bit more pressure on me to buy players at their peak as well to ensure I remain competitive. But across the duration of our save I'm up £1.6 billion in the transfer market. There's only been 1 player I've sold against my wishes in that time and it was a player I agreed to sell if a £200m bid came in. Giving game time to players at a point they can make an impact and in a system that suits them will yield results in terms of how they're perceived by the AI. Players make the same judgements but for very different reasons. We all have our own criteria by which we judge players. For many this will be attribute based as its the easiest place to start, but you can identify players under-performing/over-performing their attributes and such through a whole lot of methods in game. I don't think the game needs are artificial construct which ultimately would only serve to add confusion for players who couldn't get to grips with it or would feel cheated when players dropped to their actual levels.
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