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Marc Vaughan

SI Staff
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Everything posted by Marc Vaughan

  1. Hi - thanks for posting, improving the first time user experience is something I'm really interested in doing ... so any explanation of what you find confusing would be fantastic if you'd be willing to share? (feel free to post here or message me privately)
  2. There will be basque requirements at some clubs within the game and work-permit requirements, however there won't be domestic player restrictions in next years game. On the other hand I have totally reimplemented the shortlisting/transfer decision making/squad decision making for the AI clubs this year which I hope makes the game more challenging for experienced players without adding the complication of domestic player restrictions.
  3. To clarify the design decisions involved - The 30 year limit was chosen for multiple reasons: (1) It is 'roughly' the career length for the average football manager. (2) It allows us to test the game to 'finish' which is important for some platforms (where it might be a requirement from the platform holder). (3) It allows us to know the maximum memory usage the game will have on a platform. This allows us to vastly improve the games stability on older devices. Finally expanding the duration can vastly increase the memory usage (and save game storage space) because each year stored holds memories - both for competitions, fixtures but also for players, achievements etc. - so we're cautious about expanding this side of things because it might prevent some people from being able to play the game.
  4. We appreciate your patience and understand that where people are impatient it demonstrates that they love the game (which is a good thing) ...
  5. Us developers are working hard to ensure the game is the best possible when it's released and further information upon the feature set etc. will be forthcoming in due course. The promotional side of things isn't something I'm involved with, but from my limited understanding advertising a mobile product far in advance of it's launch isn't considered to be efficient, especially if another similar product (FM PC) is being publicized at the same time. PS - Please be patient, I think you'll enjoy this years game a lot - I look forward to hearing your feedback once its released
  6. Bleeding heck - I used to be a person, now apparently I'm a sign? ..... (checks ancestry.com, nope I'm definitely not the seventh son of a seventh son - here's hoping they consider me a 'stop' sign and stop tagging me? )
  7. lol - it'll come out when it comes out ... please be patient, it'll be worth the wait in my ever so unbiased opinion
  8. (gets distracted from fixing bugs by being tagged in forum post) Raises eyebrows when he realizes it's 'that' thread (goes back to working on game)
  9. FMM doesn't have an 'instant result' button - however it's matches have been tuned to be far faster than FMT's were, if you use commentary only and the highest speed setting you'll find they take very little time to blitz through (which gives you a nice medium where you can blast through a season in a few hours, but retain some control to turn around matches if something unexpected occurs during the match).
  10. At some point we'll probably be able to extend or remove this restriction - it is in place because of older devices which might have storage or memory issues if the game plays further than that. The 30 year limit was chosen because I felt it was a 'realistic' length for a managers career in most cases (and in practice only around 0.01% of save reach that point).
  11. When you play the game the major players from inactivate leagues will be present and purchasable (as is usual) - the grey plays that are visible are there to ensure gameplay balance should those club's be active in a tournament for some reason. I'm glad you're enjoying Soccer Manager, I feel that any rival product to ours helps keep us on our toes and continue to drive us onward - I obviously can't comment on their database or how their game research is done, but I'm proud of what we've achieved and the fact that professional clubs have licensed our data in the past to assist in their scouting shows that our game is based on reliable real-world data.
  12. That is something I want to do long-term, but we're still in the process of hiring developers to allow us to be more expansive in some of our plans. (I've got REALLY bad eyesight myself so I really want the game to be usable and playable by everyone regardless of any issues they might have with their eyesight - I've pushed the text size up very slightly in a few areas this version for just that reason and we maintain a colour-blind option in the product already to help people who have that issue)
  13. It's the 'chosen' brand colors for this year, if you're like me you'll find you don't even notice it after a while tbh.
  14. I'll have a think about that mentoring for next years version (tad late for this one, sorry) ... you can obviously use the 'focus training' to encourage that from their normal training page in the meantime.
  15. We haven't released all the features which are in this game yet (we never do at this stage of development as most of you are aware). Hopefully when the full information on the game is available you'll understand the effort that has been put into it's development - I will however indicate up front that the game is NOT intended to become the full-fat PC game and for that reason a lot of the slower items such as 'full press conferences' and such won't ever be coming to the mobile game (simply because I don't believe they would suit the game, sorry). PS - In case you hadn't noticed the screenshots do indicate a couple of new things in the game ... I'll leave it to others to work out what they are ..
  16. We haven't released the feature set for this years game yet - but I am afraid I can confirm there won't be a 3d match in FMM this year, simply put implementing this will be something that will take quite a while to undertake (we can't just flick a switch and have it appear in a product) - at present a lot of the devices which run FMM simply wouldn't be able to cope with it (especially on android).
  17. No problem on the eagerness at all, glad you're looking forward to it I'm afraid there isn't a pre-order date available at present because it has to go through a submission process before we know what it is for sure - I expect it'll be revealed/become visible in the near future though ... watch this space
  18. Please understand that the slower evolution of features in the mobile game is entirely intentional - the speed of the game is vital to the medium it's played upon (ie. mobile devices) and as such it is vital that it continues to be a 'snackable' game that can be played in small bursts, for instance when taking a bus/train or waiting in a doctors surgery. Thus the features have to be crafted carefully and implemented in such a manner as to not slow down the main gameplay experience. For this reason I take a HUGE amount of time deliberating over such things and trying to get a small number of features working 'right' rather than rushing in more features which might actually be detrimental to the overall feel of the game. Which features are implemented is always going to be a topic for hot-discussion within any game as each user has a slightly different view on what is important and should be given priority. With regards to the features you mentioned the reasons I added these are: * Mentoring gives users more control over the development of youngsters at their clubs and allows them to guide their development more directly than previously in areas like mentality/personality. This clarity helps people by allowing them to know that their success/failure is in their hands and also helps by giving a sense of continuation between generations in long-term games (ie. the passing of the baton from an older player to his eventual replacement etc.). * Squad dynamics makes visible aspects of the game that were always present but somewhat 'hidden' from the user. I always like users being able to see and understand the reasons for their success and failure in the game, so exposing this to people made perfect sense to me - this is the same reason we have the 'news effects' displayed in FMM which explain any knock-ons which might occur from events in the game world. The 'potential' for the game will probably never be fulfilled as there is a near infinite number of things which I want to do with it, I've been working on various versions of our products for coming up to 25 years now (yeah I'm THAT old ) and my 'to do' list of features that I want to implement only gets longer each year Hope this helps, Marc
  19. The second tie has always intentionally shown according to the 'overall' result for the round as I felt it would be confusing to people otherwise to see a 'loss' when they'd won the round overall .. we can change this if popular opinion thinks that is wrong, but tbh it's been that way for a decade now and yours is the first comment I've had regarding it. (same thing will happen for draws etc.)
  20. (wipes tears from his eyes ) Yes we care a lot about the mobile version and the team do our best to make the game as compelling and enjoyable as possible each year. With regards to promoting it, that isn't really the area for myself as a developer - but I think we get fairly decent exposure and there are obviously a fair few people enjoying the game so we must be doing something right? PS - More details of the mobile game will come out in due course, but they tend to come out closer to the release traditionally, I hope you enjoy the game when it is out, I'm quite pleased with how it's shaping up
  21. That was partially the reason I put the 'Reputation' setting into the game, football is football ... but it is a lot more challenging if your players don't respect you (and vice versa if you're set as a 'superstar manager' then it's somewhat easier to recruit players because they want to play for a manager they view as world class and are less likely to get uppity because they trust your judgement ... at least until you prove them wrong ).
  22. Hi - yeah I'm sorry that isn't possible, I know because I've looked into it (I proposed a variant of the game years ago where you could start in a historic year and move forward with the 'real' players coming through in youth teams etc. ... unfortunately legal shot that down really quickly ).
  23. We won't be doing this - simply put from an economic perspective it'd not make a huge amount of sense - the vast majority of people play as the biggest clubs in the top leagues in the world, but we want to make the best game possible for all people not just appeal to those who support the biggest clubs. As such we will continue to support as many nations leagues as we can and allow everyone free access to their league of choice within the game. We will continue to have selected in-app purchases, but they will continue to be things that you can generally unlock through normal play in the game and the product will never be 'pay to win.'
  24. Just to explain - 30 season limits are in place on platforms where there is a 'finite space available for save games, ie. consoles/mobile devices. In practice only around 0.01% of save games hit this limitation (plus a 30 year career is about 'right' for most football managers irl).
  25. In Football Manager Mobile all players are considered to understand the 'basic expectations' of their roles and positions, so switching tactics doesn't hurt a teams performance and they aren't required to learn familiarity with tactics. Players do however take time to settle into a new club and this is reflected on their profiles if it is potentially having a large effect in their performances. (full-fat FM differs in this regard, FMT follows FMM's approach and doesn't require tactical familiarity) My perspective is that most top-teams these days can easily cope with switching tactical styles and nearly all Premiership players are comfortable switching things around, many many teams dynamically switch between 3, 4 and 5 at the back during a match these days.
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