morgantjg

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About morgantjg

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  1. <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by stumostro: Sorry to shout but, HE WAS TALKING ABOUT CHAMPIONSHIP MANAGER NOT FOOTBALL MANAGER!!! </div></BLOCKQUOTE> Micah knows that. Young players have nothing to do from 12pm when they get home from training. They will be masters of the consoles, and all over the difference between CM and FM.
  2. He is bang on the money. FM is stupidly complicated at the moment. Whilst some of the ideas in the game will be done by someone in a real life football club, the majority of what you do in FM will not be done by the manager. What he means is that he wants to buy the players he wants to buy, choose the formation and basic style of play (Attacking/defending, long/short passing) then play the game. He wants there to be a 433Owen tactic and he wants his side to win things without him dedicating his life and soul to it, like you would have to do at the moment. 1-20 sliders and 7 to the power 98 million number of tactical options are far too much, and make the game incredibly dull. FM-Lite on Xbox 360 Live is my idea of FM heaven.
  3. 3d graphical representation is undoubtedly the future of football management gaming. Whether SI embraces this is up to them, but they should at least consider it. We are at that stage in graphics development that to do it well would take far, far too long to develop. They could not do it adequately in the time scale needed. We would get repitition and we would get bored very, very quickly. BUT it is something that eventually happen in the genre, but possibly on the consoles where there are more ambitious developers working.
  4. Mine is probably being the only human manager to fail to win a league in his entire, cross-game, career. I must have played about 50-60 seasons worth of FM08 and have never won the Premier League. I have finished 2nd numerous times and once won the UEFA Cup, but thats about it.
  5. <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Chilliconcarnie: What we want a game that is as close to RL as possible </div></BLOCKQUOTE> That assumption isn't correct. I respect that Everton not being able to win the league is realistic, but that is not what I want. I want to be able to turn Everton into something more than they are in real life, that is surely the point of the game, the provision of a platform to act out our footballing fantasies? If FM turns into a game where you have to manage Man U, Arsenal or Chelsea to avoid being sacked every other season it will become an utterly depressing game.
  6. I have played the game for years and years and I can honestly say that FM08 is too much. I can play it to a reasonable level of success and have won the odd trophy, but winning the league as my favourite team (Everton) without cheating is beyond me. The closest I've come is second, but still miles behind the champions. FM08 sees the top team reach 90+ points every season. My best is 82. I stand by my asertion that almost all people who play the game cheat. ALL of the people like Cleon and the like who post in the tactics threads cheat. If you check their season threads they make random changes pre game that have no reason or consistency, then surprise surprise Sheffield United or Watford are top of the Premier League. How many restarts does that take? Over a hundred? Two hundred? Five hundred? Difficulty levels are not hard to do. All they would have to do is warp the human players team stats so they are better than they are in reality. So a team with ability levels of 100 would be bumped up to 140 and so on. Obviously it would take a bit of testing to get it right, but it wouldn't be difficult at all. It certainly wouldn't require a new AI engine, merely adjustments to the level of various inputs. But as someone pointed out in the thread I started about this subject, we could circumnavigate this entire rock by having a proper ass man. If your ass man came to and whispered in your ear "Dude, the defensive line is deep, drawing them onto us, move the defensive line right up as their strikers are really slow" or "Whoa man, their strikers have pace of 19, your centre back is 43, move to a deep defensive line and zonal marking" it would help those drowning in the sea of sliders. It shouldn't go as far as playing the game for you, but it should show you where you currently losing out most, making you learn how the game works. The current 2d blob-athon shows you nothing but circles having seisures. They could even extend this and have a "Video review session" where the ass man talked you through the previous game and showed you where you went wrong and how you could have made things better. This happens in real life so I can't see why visual features like this are not present.
  7. Excellent opening post. FM has not improved since the brilliant early Championship Manager games. They truly were remarkable games, spoilt only by the weakness they displayed to wondertactics. For years the only improvements were more leagues, and a few bolted on features, none of which really affect gameplay but merely reflect current trends in the game. FM is a cash cow that is the result of lazy development, with no vision for the future and no ambition. The developers are more than happy to pump out the same game every year and take the money. It's worse than the FIFA exploitation ever was, because at least they spent millions improving the graphics between each game. Personally I play the game because there is no serious alternative. Other games miss the importance of an accurate database and realistic events in game. Games like LMA Manager on the consoles have battered FM in some key areas, then been completely spoilt by having such a poor grasp of reality in the transfer market (Christiano Ronaldo to Notts Forest for £5m anyone?). FM is a sitting duck. When someone develops a game with a proper presentation technique, with the accuracy of FM's database and realistic in-game events, FM will become redundant overnight. It will happen eventually and SI are certainly displaying no intention of ever improving the presentation element (Both the interface AND the pathetic 2d blob-athon).
  8. Derby came 6th,3rd,2nd,4th,5th and 3rd on my last game. They won the UEFA Cup in the second season and the Champions League in the 4th. With the US deal announced today, perhaps this thread will seem stupid in the future, but the current version has them enormously overrated.
  9. It needs to be fixed for the next update. They regularly get into Europe in the first season and by the second or third they are usually Champions League regulars. Sure teams can step up in class, but not that quickly and certainly not in the first season. They should struggle to win a game, they have no Premier League quality players at the start of the game. Where does all their money come from? Are they so mega rich in real life? They have spent £102m in four years on my current game.
  10. Some great responses, which I think pretty much back up the idea I had of there being two camps, the tacticians and the empire builders. Personally I play FM, not to simulate football to the nth degree of tactical realism, but as a release, a game with all the real players and teams in the positions they should be in (FM's database is superb) with the chance of leading my team to glory. I used to play CM religiously, sticking with the killer tactic of the version everytime. Although success was guaranteed as long as I built the squad properly, I still couldn't stop playing it. I'm not suggesting we go back to the days of the Michael Owen 4-3-3 and not being able to lose, but I think there are a lot of people who would like to be able to lead their favourite team to glory, without sacrificing their lives to a study of slider-combination-effect-outputs.
  11. Is it time SI bit the bullet and added difficulty levels to the game? The reason I ask is that since the producers developed a fetish for sliders the game has become very instable. The current match engine 8.01 is, and lets face it, it really is, pretty unwell. If you play a standard default tactic it is reasonable watch, bar the glaring bugs such as the missed one on ones and the amount of chances. But if you develop your own tactic there is so much complexity and so many options that the robustness of the match engine is thoroughly tested, and in my opinion exposed massively to criticism. I am playing with a 442 variant, nothing particularly outlandish, yet I have games where the shots on goal stats are in the 50's with a constant stream of tap in chances missed. I have tried one of the tactics someone else developed (The Winning V3.02) and I finished 3rd in the Premier League with 104 goals AGAINST! The match engine is so extreme a lot of the time. Ridiculously the pre match team talk still pretty much guarantees a goal in the first 2 minutes if you pick the wrong option (Or forget to do it, PLEASE PUT A CONFIRMATION SCREEN IN SAYING "DO YOU REALLY WANT TO PROCEED WITH ACKNOWLEDGING YOUR PLAYERS?"), the AI can still score at the flick of a switch by changing tactics and there are still too many extreme swings and comebacks and overall far too many chances and too many goals. I think all this is down to the sheer number of possible tactical options. Its way OTT and completely inaccessible. There have got to be something like a million (Probably more?) possible tactical combinations currently. How can SI possibly ensure they all work as they should? My recommendations: 1 - Release the patch to sort the chances/one on ones/goal bonanza problem. With this sorted FM08 would be back to being a pretty solid game. It is currently unplayable if you are a lover of reasonably-realistic statistics. (Shots for and against in matches and goals for and against over a season). 2 - For future versions have difficulty levels or even game modes, for example 'Old School' featuring CM2-esque gameplay with less sliders where good players and a killer tactic which doesn't need tweaking are enough through to 'Cleon Factor' where there are pages and pages of sliders with an extreme level of difficulty. I just think there are 2 defined types of FM gamer. The 'download and play' brigade like me who download someone elses tactic and wish it would work without tweaking and concentrate on buying and developing players etc, and those with a things for slidy bars and tactical experimentation and refinement. Both are valid approaches to the game, but it seems as though only one is currently being catered for.
  12. Is it time SI bit the bullet and added difficulty levels to the game? The reason I ask is that since the producers developed a fetish for sliders the game has become very instable. The current match engine 8.01 is, and lets face it, it really is, pretty unwell. If you play a standard default tactic it is reasonable watch, bar the glaring bugs such as the missed one on ones and the amount of chances. But if you develop your own tactic there is so much complexity and so many options that the robustness of the match engine is thoroughly tested, and in my opinion exposed massively to criticism. I am playing with a 442 variant, nothing particularly outlandish, yet I have games where the shots on goal stats are in the 50's with a constant stream of tap in chances missed. I have tried one of the tactics someone else developed (The Winning V3.02) and I finished 3rd in the Premier League with 104 goals AGAINST! The match engine is so extreme a lot of the time. Ridiculously the pre match team talk still pretty much guarantees a goal in the first 2 minutes if you pick the wrong option (Or forget to do it, PLEASE PUT A CONFIRMATION SCREEN IN SAYING "DO YOU REALLY WANT TO PROCEED WITH ACKNOWLEDGING YOUR PLAYERS?"), the AI can still score at the flick of a switch by changing tactics and there are still too many extreme swings and comebacks and overall far too many chances and too many goals. I think all this is down to the sheer number of possible tactical options. Its way OTT and completely inaccessible. There have got to be something like a million (Probably more?) possible tactical combinations currently. How can SI possibly ensure they all work as they should? My recommendations: 1 - Release the patch to sort the chances/one on ones/goal bonanza problem. With this sorted FM08 would be back to being a pretty solid game. It is currently unplayable if you are a lover of reasonably-realistic statistics. (Shots for and against in matches and goals for and against over a season). 2 - For future versions have difficulty levels or even game modes, for example 'Old School' featuring CM2-esque gameplay with less sliders where good players and a killer tactic which doesn't need tweaking are enough through to 'Cleon Factor' where there are pages and pages of sliders with an extreme level of difficulty. I just think there are 2 defined types of FM gamer. The 'download and play' brigade like me who download someone elses tactic and wish it would work without tweaking and concentrate on buying and developing players etc, and those with a things for slidy bars and tactical experimentation and refinement. Both are valid approaches to the game, but it seems as though only one is currently being catered for.