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2 "What we've got here is a failure to communicate"

About Amaroq

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    Development Squad


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

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  • About Me
    FMS 2007 Writer of the Year


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    FM and writing, surprise surprise!

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  1. 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?
  2. 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!
  3. 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.
  4. (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)
  5. (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".
  6. 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
  7. 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.
  8. 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.
  9. Vitecek, I'm laughing and crying for you at the same time.
  10. <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Baroslfc5: - If he is a favourite player by a few other teammates. </div></BLOCKQUOTE> That's a very good one.
  11. (I don't mean to say that I don't consider Influence - I do, but its more like a secondary consideration after I've identified the 'key candidates' from age, experience, composure, teamwork, and determination.)
  12. <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by skinnymalinky: Will a players influence rise if given the armband? My squad is bereft of players with a high influence rating. </div></BLOCKQUOTE> Yes. That effect has apparently been around a while, but was made more pronounced with FM'07; somebody said they made one of their guys captain for three years running, and saw his Influence rise from '3' to '18' or so .. I don't know how pronounced it is in '08. <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by michaelcheetham: just confusing that my assistant always reccommends player with highest teamwork. </div></BLOCKQUOTE> I think the folks that swear up and down by influence are still living in the CM01/02 world. As noted in my linked post, teamwork is pretty key.
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