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Marc Vaughan

SI Staff
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Posts posted by Marc Vaughan

  1. 36 minutes ago, jamie_B_105 said:

    The save button still doesnt work.

    Can you examine your devices file structure and send us some of the files from your save game area if possible - tbh if they aren't displaying then it is likely they are corrupt/not complete and that might indicate that there are faulty sectors on your device or another issue which is causing the game not to complete saving correctly (presuming you've got the latest updates and its still occuring).

  2. 13 hours ago, Blancos said:

    Depends on the attackers, I think. I can try to tell Vini or Rodrygo or Joselu to press all I want, and they will ignore it most of the time 😄.

    That is (as in real-life) something that can happen ... players with low work-rate will tend to drop off from pressing if they feel tired ... or if they are unprofessional, just might not 'feel like its their job' if they're attackers etc. ... 

    Ideally pressing players need high work-rate, stamina and good positioning ... which means that quite a few strikers won't be the most effective at it for obvious reasons (although pace can help).

  3. On 25/03/2024 at 13:57, Baronvon said:

    Hi @Marc Vaughan

    Did another season in the Bundesliga where, again, manager of the year was won by the manager of the team who lost the relegation playoff match. I finished 2nd despite winning the league without losing a game - and I do have a save file from literally the day before it is all announced. What's the best way to get it to you?

    This is under investigation now - thanks for the feedback and help :D

  4. 7 hours ago, wesley240487 said:

    Sobre fm 24 mobile este ano, não tive como jogar pq não sou assinante da Netflix, acredito que essa parceria impediu que muito jogadores que sempre pagou pelo jogo na play story deixar de jogar, pq antes vc pagava 9.99 dólares por ele agora tem que pagar, no mínimo 18 reais por meses só para jogar isso não faz sentido, gosto do jogo mais se continuar essa parceira sou mais um de outros jogadores, que vão abrir mão do fm 24 mobile que hoje na play story está com avaliação de 3.8 caiu muito pq será né 

    Sorry to hear that - the move to Netflix wasn't something which was done on an impulse and was to secure the future of the series, which it has done (with the game having more users than ever this year).

    Hopefully we'll entice you back one day.

  5. 14 hours ago, pinteros.soz said:

    Do anyone know how to ameliorate the dynamics of my team in FMM24? 

    i am new into this and the professionalism and the capacity of job is being a problem(if you know also how ameliorate the others say me pls)

    Hi - with the team dynamics, simply put the personalities of the players in your team will lead to a certain dynamic within your dressing room ... for example if you have a lot of senior players who are unprofessional then your team will have an bad rating on the professionalism section of dynamics and you'll find youngsters will drift towards an unprofessional personality because they're following the example of the senior players, senior players might slack in training and be a bit more unprofessional in interactions with the media etc.

    To change a dynamic in a manner you want to either buy in more players with personalities which support the worldview you want to promote, teach the existing players to behave that way (though interactions with them, disciplinary measures etc.).

  6. 13 minutes ago, saint said:

    So far the update has helped remove some bugs in the game and it runs far smoother. However I can’t help but notice how frustrating it is when i press the spacebar on my magic keyboard and nothing happens. Bring keyboard functionalities to the game on Apple Arcade would improve the experience by a whole lot.

    I'd recommend you post that suggestion on the FMT/C forums as this is for the Football Manager Mobile game.

  7. Hi - firstly the research for each league in the game is undertaken by people who watch those clubs, players and divisions and not something that us developers have direct control over.

    The second thing I'd mention is that flicking through the database quickly the Japanese player standard is nowhere near as low as you're indicating with the average level looking far more on a par with the English Championship.

    In general (and this is VERY rough) .... Current Ability in the game is on a scale of 1-200 ...

    For 'first teams':
    Continental Standard (ie. later stages of European club comps) - 145-150
    English Premiership - Average roughly 135-140
    English Championship - Average roughly 115-120
    ..
    Japanese J-League Standard - 105-115 or there about, so around Championship level or just below.
    Better J-league Team Standard - 115-125 or there about, so Championship level for sure (better players are near Premiership standard)

    The big different glancing at things is that the English leagues appear to be a lot more physically competitive, whereas the Japanese leagues seem to have more older backup players active (ie. Yuta Minami playing at 43, Koja Homma 45, Shinji Ono 43, Yashito Endo 42) ... the lower physical side of things might be what is giving you that perception? (in all honesty looking at things if I was to manage in that league I'd prioritize fitness/physical development first and foremost as it'd likely give somewhat of an edge generally ... at least until other teams followed suit).

    PS - I don't personally watch the J-League in real-life (at least partially because its not televised here), so this is based on my looking at the game database.

  8. 6 hours ago, Blancos said:

    Ah I see... I can understand the reasonings.

    In the end, all I need may not more than just clearer ways to "translate" what I have in mind, into correct sets of notches and options. I'm sorry, but I think the current descriptions of settings are just not cut it. Maybe I'm just being too spoiled with numerous ways to learn the "language" in PC version I've played years ago, so anything in mobile version feels inadequate. Sorry for that 😄.

    That's perfectly fine to say and I realize that our descriptions and 'blurbs' in the main are much abbreviated over the PC games equivalents ... just to explain why:
    * FMM does scale somewhat depending onn the device size, but even on larger devices we avoid small text because it can be hard on peoples eyes on a small screen (and also remember 20% of the population has sub 20-20 eyesight which is quite a large proportion).
    * The game is intended to be played at a faster and more casual pace than the PC game, so some text (notably news items) is left shorter and punchier so people can whiz through it quickly without slowing down their gameplay experience.

  9. 10 hours ago, Blancos said:

    I understood what you're trying to do. "Clear cut" descriptions could feel so inhumane, overly mathematics. But I also think that mobile players need much better "manual" to operate your "factory presets" properly and more precisely.

    Yeah the reason I try and avoid that is that not everything in the game works through simple settings because some of the roles are quite complicated (ie. not everything is a pre-set slider position, something involve bespoke AI for the role/position in question).
    So as a word of warning the potential 'customizable roles' mentioned below might be slightly more restrictive/less flexible in nature than those we provide within the game normally and obviously those custom roles wouldn't also be easily used by the AI.

    10 hours ago, Blancos said:

    You mean, customizations similar to what we had in Sliders era, where some people can choose to use simplified "presets" (roles/instructions/etc) if that's what they'd like, while some others can use the more precise, but more complicated "sliders"?

    Yeah pretty much but packaged in a way where people could share roles they'd made and people who want to play a simple game can just use the pre-given roles without worrying about minutae (and do please understand this will be a long-term thing, ie. please don't expect it for a while, probably a couple of versions away).

  10. 22 hours ago, Elmariachi23 said:

    I’m a bit of an old duffer who still plays CM01/02 occasionally and that probably reflects in my taste for a simple experience - I just don’t have much time to dedicate to gaming.

    Heh as an old duffer who helped make CM01-02 I'm happy to speak to you :)

    (with FMM btw a lot of the more 'complex' stuff is designed to be ignorable - for instance you can turn team-talks off in preferences, but on a simpler note if you just leave it at defaults it simply acts in the same way it did before the game had them (ie. a talk is done with a neutral mood). The idea of the game is that everyone can play the way they want, as fast or as slow ... hence it has complexity and isn't 'dumbed down' for when you have the time to browse and take things in, but equally if you want to blast through a season you can :)

    I'll stick at it and hope to see you back again one day :)

  11. I mean like in original FM, where we can see that role A shoots more than pass, and B pass more than shoot, or role C more likely to pass than cross and D more likely to cross than pass, or role E more likely to dribble while F more likely to run into space to receive through balls... And so on, you name it.

    I tend to try and avoid this sort of 'clear cut' explanation because that isn't precisely how the game works - but I'll have a think about potentially adding a little more explanation along these lines in a future version.

    PS - Personal instructions aren't likely to come back in a hurry because imho they are far more complicated than selecting a role and we're trying to keep things relatively simple, I might 'however' allow people to setup some 'customised' roles where they setup specific instructions and then assign them to it ... that would be a long-term thing however (ie. probably not next version of the game, but perhaps the one after that .. would that be something you'd be interested in as a compromise?).

  12. Pressing is about how 'close' to the opposition your players attempt to get and how much they harass them. For instance if you defend with a high line and high pressing then you'll attempt to close down and retrieve the ball straight away.

    If you play a high line and low pressing then its more about closing down the passing routes than staying close to the men.

    With this in mind it IS entirely possible to play a high line and only own half pressing. This is the approach that a lot of teams have used against Brighton successfully in real-life, they defend high up the pitch but instead of committing hugely to a press and allowing Brighton to play through it they concentrate on cutting off the passing options and wait for Brighton to try and bring the ball up the pitch .. then because Brighton are prone to taking risks and pushing players upfield when they have the ball they will sometimes make an interception and end up with a high quality attack.

    Teams who defend high and press are more likely to end up highly committed up the pitch and thus should their press be broken they are more likely to concede a high quality chance ... although obviously it can be argued that by not being passive they might cause more turnovers than the other approach, which say suits your team is your choice as manager ..

    (hope that makes sense?)

    PS - As always no if a player attempts to get past an opposition player then he'll track or challenge as appropriate depending on the circumstances regardless of what his pressing setting is, there is also some 'variance' in pressing according to a players abilities and personality (ie. some lazy players (esp. strikers and wingers) won't press overly effectively even if you ask them to, I'm sure most people can think of a few irl who are liabilities when their team presses because of this).

  13. 15 hours ago, Elmariachi23 said:

    I’ve been playing it on an iPad but found it a little frustrating tbh, sorry;
    - scrolling is a little painful on player lists, it’s hard to stop it where you want as it often sails right past.

    I don't wholly disagree with this and long-term its something we hope to improve by moving to a new UI system (the current one isn't fantastic with scrolling which is why the game minimizes that).

    15 hours ago, Elmariachi23 said:

    - team selection is laborious. I’m used to clicking a slot and a player which was nice and simple. Here it just takes too long and becomes a chore.

    This was changed last year as it was felt it would be easier for new users, feedback upon it how people feel about the new system is very useful so thanks for that.

    15 hours ago, Elmariachi23 said:

    - I don’t really feel as if my tactics had much impact on games. Maybe they were bad tactics 😁 It just felt a little random as to what happened.

    I'm surprised by that - but obviously its your opinion and as such valid, if you want to share your save then I'd be happy to take a look.

    15 hours ago, Elmariachi23 said:

    - the core metric for me has always been player ratings, including average rating over the seasons. This latter one seems a little buried when you’re trying to assess a new player for purchase. 

    For me, I think a football management sim on mobile or tablet has to be quite simple to be fun to play. Anything with depth requires a PC, a mouse and a keyboard.

    I tried to get into FM24 mobile but I just got a little bit bored though I’m probably not the target demographic anymore 😬

    We try very hard to hit the balance and keep the game fast and simple to play but allow people to have depth in it if they decide they want to look around - I realize its not your cup of tea, but I do appreciate your feedback and I'll mull it over as we work upon future versions of the app.

  14. 2 hours ago, jPKroniK said:

    Dear @Mark Vaughan ,

    First of all, let me thank both you and the entire team involved in the latest update. I messed around with the game and found a few nitpicks I would like to point out. Maybe they can be "sorted" in a further update.

    Thanks for the detailed feedback - I'll make sure its passed along to the research team (sadly us developers don't get trusted to do the research ourselves, otherwise Brighton would be slightly better in the game ;) ).

  15. The more freedom you give players the more they're likely to leave their positions and roam, this is obviously less likely for defenders - but if you have high creative freedom then its possible a ball playing defender might decide to take a chance and romp down the pitch with the ball etc. ... there are pros and cons to such things obviously, if your team are good players who are positionally strong and hard working them someone will likely cover his position, if not then it might leave a hole that the opposition can take advantage of.

    PS - But mainly 'creative freedom' means the more advanced players - midfielders and attackers will sometimes go off-script from their roles and normal positions, wingbacks are the most likely defensive players to do this (basically think about the roles you've given players and you can probably ascertain fairly intuitively which will appreciate the freedom and use it to attack more than others).

  16. 12 hours ago, Vane said:

    My issue is that I was starting to be blamed for the earlier mess and from the bad vibes I was getting from the board/administrators, wouldn’t have been allowed to see things through to the recovery. Not to worry though, I'm doing well with Bournemouth in the Championship and should be in with a shout for promotion.

    Sadly this happens in real-life also where the board make a hash of things and then blame the manager for being unable to move on the deadwood or sell players who are happy sitting on huge contracts etc. ... its a very difficult situation to succeed in, both in the game and irl.

  17. On 20/02/2024 at 07:18, olearaa said:

    Hi, am I being stupid or is there no way to see my actual club balance sheet? I can see how much my budgets are. But I like to number crunch.

    Managers in real-life don't get to see company finances and so you can't in the game either - tbh in real-life football club finances are REALLY complicated with them actually being split into multiple corporate entities for various reasons and so it would be wholly unrealistic to present a simple profit/loss style accounting within the game.

  18. 29 minutes ago, olearaa said:

    I would really like to see the balance sheet. I miss this feature which is on the full version 

    I can understand that - but in real-life managers don't get to see such things nor are they involved in the minutae of their clubs finances.

    (or to put it this way, if you work for a reasonable sized company - does it regularly show you its accounts and incomings and outgoings? ... or does it just get on with those things and leave you to do your job?)

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