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santy001

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Posts posted by santy001

  1. 1 minute ago, s3ns said:

    Is this bit new? From the steam description.

    * Advanced Access is typically available between two and three weeks before the November 6th street date. Early Access versions of FM24 may go live at different times on different platforms.

    That's advanced access though, which is not to be confused with early access. 

  2. 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). 

  3. 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. 

  4. 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. 

  5. 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. 

  6. 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. 

  7. 19 hours ago, Big Borkay said:

    I don't know weather someone can confirm this but my theory is once you've upgraded your facilities it takes a while for the players to come through the pipeline of your academy. 

    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. 

  8. 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.

  9. 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. 

  10. @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. 

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    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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