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Amaroq

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About Amaroq

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    Third Team

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  • Biography
    FMS 2007 Writer of the Year, FMS 2007 Story of the Year, GQ 2005 Best Newcomer

About Me

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    FMS 2007 Writer of the Year

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    FM and writing, surprise surprise!

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  1. No. There's a huge difference in processing speed between "View Only" and "Playable". In a league which is completely off, there are no fixtures, you cannot see a league table, clubs' AI is fairly inactive/passive, and promotion/relegation/European spots are done purely by reputation. What you'll notice in a long-term game is basically the same four clubs qualifying for the Champions League over and over, though if you pay close attention to their first-round C.L. match, you can figure out who finished 1st/2nd, who was 3rd, and who was 4th, and that will change occasionally based on their C.L. wins/losses. On a "Small" database, regens are fairly uncommon. In a league which is "View Only", there are fixtures, however, each match is resolved super-quickly based primarily on the clubs' reputation. Therefore, you can see a league table, and promotion/relegation/European spots are done by table, so you'll see a bit more variation. The clubs' AI is still fairly inactive/passive, which means that the top clubs eventually "fall behind" the top clubs in your Playable nations. On a "Small" database, regens are fairly uncommon. In a league which is "Playable", but on low detail, there are fixtures, and each match is resolved based on the quality of the players involved .. but the full match is not simulated, so it is of average quickness; you can't watch match highlights. You can see a league table, and promotion/relegation/European spots are done by table. The clubs' AI is now active/aggressive, which keeps the top clubs in line with the top clubs in other nations. Regens are created annually for every club just as they are for yours. In a league which is "Playable" and on "Full Detail", such as the league your club is in, there are fixtures and each match is resolved in every-touch-of-the-ball detail, which is extremely slow. It does give you the ability to watch highlights or even full matches, and of course there's a league table and proper promotion/relegation/European spots. The clubs' AI is active/aggressive, and regens are created annually for every club. . . . So, setting a league on "View Only" gives you a marginally better experience, with more variation in the promotion/relegation/European spots. It doesn't really make the league into an active league, but it isn't going to cost you much processing time, either. Because of the difference in A.I. strength, I like to set the top divisions of the big-five European nations to "Active" so that I know that, no matter where I'm managing, the Barcelonas, Bayerns, Milans and Chelseas of the world are going to be epically tough matches. The regens keep the international sides competitive, too. Plus, you can always take a job in one of those top leagues if you get bored of the league you're in - the game will automatically set it to "Full Detail" when you transfer into it. I also like to have the top divisions of Argentina and Brazil and active, which tends to give South America much better regens. Of course, that does slow my game down, so its a balancing act between realism and processing speed.
  2. I just wanted to give a big shout-out to everybody whose been so helpful in this thread - you guys took a very slippery bug, and were able to pinpoint the cause well enough that SI can reproduce it in-house to start working on a fix. for each of you, that's this forum and its community at its best.
  3. Six ideas for Team-Talks: - Improve Team Talk Feedback - Add "Motivation" to the Select Team Talk screen - Add a "Special Team Talk Available" icon to the Select Team Talk screen - Rename the "None" team talk - Add a pop-up indicating in more detail what the team-talk means in context - Don't provide any team-talk which is nonsensical in context Discussed in more detail at: Team-Talks: UI improvements?
  4. Welcome to the boards, rayjay. Threads with lists of multiple ideas belong here in the "Wishlist" thread, as indicated in the forum header. Threads discussing a single idea in detail merit their own thread. Cheers!
  5. Spot on - I wholeheartedly endorse this idea. I've got the exact same habit crouchaldinho has, Ctrl-S after every match, because I hate it when a power outage or Windows bluescreen makes me replay a match. However, because of that, I rarely go the full week and get the benefit of the rolling save mode. Never understood why it isn't linked - if I have rolling autosave on, just "roll" every time I save regardless of whether its human-initiated or auto-initiated.
  6. (I followed with:) That's a brilliant idea, crouchaldinho. Just like pre-match scouting, some post-match breakdown. Would love to see that done up well - it would be a great boon to players who are struggling. Especially if it tackled some of the why behind one's struggles. For example, in the current A.M. feedback module, you can see things like "We've really struggled with our passing, gifting them tithe ballme and again." However, it doesn't address why that's happening, or give me any suggestions as to what I might want to change tactically to try and address that. If this post-match analysis could come in and say, "Look, we just kept hitting it direct up to two strikers who were well-covered. We'd have been better suited to try some possession build-up," or, "Listen, the soggy wet conditions made a mockery of our attempts to play short possession football", that might help me understand why my tactical approach was wrong for the day. (End of cross-post)
  7. (Cross-post from FM'09 going back on the shelf) Here's my thought on team-talks. Currently, we have a very short phrase to choose from, which has to be short because it has to fit into a drop-down menu with limited size. As has been noted often, some of the labels don't match exactly what is being said; I thought team-talks were "broken" until I figured out that I can use "None" at times; I think of it as "Keep it up, lads, now let's talk tactics." However, wouldn't a lot of the ambiguity go away if the game UI presented us with wwfan's longer extrapolations of meaning (post 514)? For example, as mouse-over text, or using some of the space which is unused when I have an 11+7 squad to choose from. E.g., place up at the top a bit which says "Current talk: ". Then, as I toggle through options on the drop-down, it indicates what I'm 'actually' saying, so .. when I select "We can win this", it shows me wwfan's line - "Current talk: This will be a tight match, but if we play to the best of our ability we can win this." SI would have a spot more translations to do, sure, but I think that it would be a dramatic improvement in terms of the impact to the "average" user - the one who isn't out here on the forums and expects team-talks to be a common-sense, "does what it says on the tin" module. It would, in particular, be useful if those "Current talk:" lines changed according to the context, so that the case where a slight favorite says "We can win this", gets to halftime 0-0, and says "Pleased" is clearly different from the case where a massive underdog says "No pressure", gets to halftime 0-0, and says "Pleased".
  8. Brilliant stuff, Captain. There is a point, actually. The current Confidence bar is very much a "What have you done for me lately" approach. Yes, it does seem modern football has that attitude often .. but then you also see long-term legends like Sir Alex. When we're talking about 20-season save games, that's the sort of character we're talking about ... and yeah, at that point, I think a career confidence bar adds a lot. It sort of hints towards the Club Legend status that I've proposed elsewhere - in which, basically, if your achievements dramatically exceed the club's reputation when you first took over, then you've achieved a sort of permanent Legend status with the club. In my suggestion, boards would be willing to "write off" one season of failed expectations as bad luck / injury crisis / rebuilding .. board takeovers would find it impossible to sack you because of the fan backlash .. and you'd be able to be sacked / resign / accept a different job without falling off the Club Favorites list. Its a pretty simple set that I was asking for, but I think C.P.'s idea gives that a lot more depth than I was thinking of, and Gypsum's follow-on post about Iconic players is equally valuable for that continued-immersion-after-20-years factor. Umm... we have the fourth official dot and two physio dots .. how is the manager dot any less useful than either of those? Imagine seeing the manager dot come a yard onto the pitch to argue a call, or move to the end of the box to argue with the fourth official, or huddling close to a player as he gets his final instructions before stepping onto the pitch. Immersive, nothing else. . . . The ideas I'd add, C.P., are around #5 - I'd very much like to see these things built up. Preferred Formation, Preferred marking style, etc., should all be things that the game can "understand" just by looking at what I trot out every week. My other behaviors, similarly - in fact, it might help players learn how the game is interpreting what they are saying. For example, if it told me I was "quite angry in the dressing room", I'd realize that I was being more volcanic than I'd intended to be. Beyond that, though, there is a bunch of "stat" things we could see. Why not a "History" page similar to that for clubs and players? I'd love to be able to look back and see my club, league, W-D-L, GD, and finishing position for every season of every managerial stint I've had, maybe with termination results, for example: Club W D L GD GF GA Pos 2008/09 AGOVV 1 7 12 -27 9 36 20th Dutch Erest Divisie Sacked 2008/09 Port Talbot 5 6 10 - 8 26 34 13th Welsh Premier League 2009/10 Port Talbot 10 5 9 + 6 36 30 6th Welsh Premier League Resigned
  9. As a general rule, assuming mostly British players settling into an English squad, all speaking English and of average adaptability .. you'll see marked improvement by the six-month mark, probably a bit earlier; I usually see my team start to "gel" around the end of November, start of December. If you don't change the team, by the second season, they will feel infinitely more consistent. ... of course, that's assuming that things don't "go wrong", like players disliking each other, etc.
  10. Score! Thank you, thank you, thank you Super Bladesman! All your hard work is much appreciated!
  11. Neat, that's cool, I'd never seen anything like it!
  12. Note, as you might expect, that only young players who aren't starting regularly are eligible to be tutored, and only veteran players are eligible to be the tutor .. it can be time-consuming to find matches. You change who to suggest as the tutor via the drop-down at the bottom, "Linked Player". There's a guide in the T&TT section that details the three types .. essentially there is one which is likely to give a match, but only helps the mental attributes, and one which is unlikely to yield a match, but passes along PPM's, and one which is kind of a blend of both.
  13. Just giving a bit of insight into the industry, and I don't work for SI so this is industry info, not SI-specific: For most annual-installment games, the process is at least 10 months in length, sometimes as long as 20. Identifying the feature set for next year's game is usually done before this year's game completes, so for SI, summer of '08 is when they would be discussing the design goals for FM'10, and what they're going to put their resources into. Major feature revisions might start in summer '08, with a couple of senior architects looking at it, but most of the team will still be focused on FM'09 at that time. Once FM'09 launches (fall '08), most of the team will take a well-earned vacation, say two to four weeks. Then the majority of the team will come in to work on FM'10. Stuff will probably start a bit slowly, say, through December, as people take a bit of a natural "breather", look at bugs for FM'09 patches, etc. By January, though, things will be in full swing as major feature development cranks out: Jan, Feb, Mar, Apr, probably, will see the most progress on the game. QA (the test team) may be asked to test specific modules as those modules are completed. By about four months until launch (May '09, for SI's case), the game is usually considered "Feature complete", and is ready to enter full testing. If the company have an "alpha" team, those testers would receive it. QA begins their heavy testing period. About six weeks until launch (mid-August?), the game would start getting "locked down". Depending on the company, the process will differ, but its not uncommon to have a "Bug Council" that will decide whether a bug is worth the risk of fixing at this late date, can be targeted to a future patch, or should be assigned to next year's game. For the most part, only "showstoppers", e.g., major broken functionality, crash bugs, etc, are worth the risk of a late fix .. If there is a "beta program", those testers would probably receive the game at around this time. SI take their final DB update with transfers from the end of the summer window, e.g., August 30th, so let's figure that DB update gets in by a week later, then they have to focus on testing the DB update for a week or two. By about two weeks prior to the launch, the team are working on making their "gold master CD", so bug fixes are very few and far between, and testing will be focused on the installer, not the game itself. When the gold master is signed off on, it is sent off to the production facility, and the distribution process outlined earlier begins. Of course, after the launch, and depending on the company, there may be patches - SI have a phenomenal service record in this department, which I don't think we-the-community give them enough credit for. So, some team members may remain focused on FM'10 through December '09 and that January '10 data update .. eighteen months after it all started. So, "Why can't we buy it earlier?" ... basically, we get to buy it at the earliest date that SI think it is "ready" and can run it through the production and distribution process.
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