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Marc Vaughan

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Everything posted by Marc Vaughan

  1. It's been improved, whether you find it challenging will depend on lots of factors though (both the transfer AI has been improved, but I've also tweaked the match engine and suchlike as well).
  2. Did you make a profit or loss with your transfers that season? - as that can affect the budgets quite a bit if you're frugal during a season then it affects the next ones budget obviously.
  3. While we're not talking about features - I can say I've done a lot of work to try and improve how b-team/reserve teams operate generally.
  4. I'll have a think about this and look into things - the competition for transfers should be tightened up a bit more this version so it should be a tad harder for you (as a small club) to secure quite so many prospects, long-term I'll consider a 'percentage of sell-on' - but its a tad late to do something that major for this years version.
  5. What price were you getting for them out of interest? - I'll consider percentage of sell-on for a future version (far too late for this years I'm afraid), but I want to make sure its needed before I do something like that as I try and keep math out of the game as much as possible* *I actually love math, its one of the few things I'm good at - but I'm aware that most people don't
  6. If you're at Annan and have a $23m budget then can you explain how that is? - did you sell players and accumulate that much money or did you have sugar daddy on? If you had sugar daddy on then simply turn it off, if you sold players and accumulated 23m while in the lowest scottish league then that sounds like a bug/exploit and I'd like to fix it if you can give me more details (and perhaps a save game?).
  7. Yeah I'm afraid I agree with Matias, if a league has 46 matches then requiring a player to play 23 will cut out an awful lot of people ... it's also worth considering that this has to be something that is dynamic and updates as the game plays, ie. after 4 matches the required figure should be different (and the percentage required probably different) thn when 10 have been played and 30 have been played. Ok at present it required you to have played in 25% of matches - I'm upping that to 40%, with the exception of early on when it'll be 50% for the first 8 matches. So: Matches played - required to be shown 1 - 1 2 - 1 3 - 1 4 - 2 6 - 3 8 - 4 10 - 4 20 - 8 30 - 12 So for the 18 shown it'd require 7 matches to be played to be valid (so cut out the examples you showed). Does that seem reasonable?
  8. What do you think a minimum number of games should be at that stage for the average rating? - happy to look at tweaking this, but need feedback and advice as I don't want to go too far the other way either.
  9. There is a minimum requirement for display on most competitions - the ones which generally look 'odd' are those where someone might only play a handful of matches - for example in the FA Cup some non-league clubs might play as many matches as Premiership players because they start at a really early point before being knocked out ... thus they might still top the scoring charts at the competition end etc. despite having only played in 3-4 matches. If you can give me details of the issues you see (competition, player, number of matches - number of matches actually played in competition as a whole etc.) then I'm happy to continue tuning/tweaking this.
  10. If you want your players to be able to maximise their playing time then train stamina as you've guessed, also making sure you have at least one decent fitness coach and good physios and facilities will help somewhat. I'd also recommend subbing players who are tiring off towards the end of a match so they can get a little rest, doing this will lower their wear and tear from playing repeated matches somewhat (so rest them the last 15-20 minutes or whatever if you're comfortable).
  11. After this years game is out I'll try and go through the engine and double check the various combos and such - I'm a tad busy at the moment, sorry (but off the top of my head I think its just pace/acceleration, finishing/long-shots and jumping/heading). There are a load of other 'hidden' variables some of which might be visible in the PC game, these are mainly personality related.
  12. We have moved the games tactical options forward over the years (if you look at the early versions of FMM they were far simpler) but in general some of the simplicity is intentional and many aspects I feel you can do through the current interface. The 'width' you set in the UI at present is used mainly for 'attacking width' simply because defensively teams will tend to defend more narrowly than they attack simply because letting an attacker inside is a 'bad thing' (trade mark pending) ... exactly how narrow your defense is can be determined by the setup you give it, if you put players into DL/DR positions then obviously it'll be wider than if you play with three at the back centrally etc. (I will consider adding in a separate 'defensive width' setting for a future version if lots of people request it, but I am aware that a lot of people do actually like that the game uses a 'common sense' default so they don't have to setup every single aspect of their teams tactics - I believe you can replicate nearly every real-world tactic using the games options as it stands which is imho the most important thing)
  13. Yes within FMM we use the same match engine as one of the older FM PC games and the games contain all the attributes used in the PC game, just for space reasons we combine some of them for display purposes.
  14. It's a little late for a 24 month loan option - but I'll consider it for the version after. With the 'obligation to buy' you can do this in a different manner by buying with the loan-back option (pretty much same thing but slightly differently setup).
  15. It is impossible to make a single game which pleases everyone and it never works well if you try to do so - as you mentioned FMM isn't meant to be a hugely complicated game, it is realistic but it's been kept fast and streamlined because that suits its target audience. We make various different styles of management games however and it might be that Football Manager Touch suits your needs better if you want a slower experience and more poring through data than FMM provides. PS - Because of the limited space on mobile devices some attributes are combined on FMM - finishing & marking are present but are shown as part of 'shooting' and 'positioning' on that product. same thing for jumping/heading being shown as aerial ability etc.
  16. Do bear in mind that judgements aren't 100% accurate and can be biased by form and other factors - also CA/star ratings aren't the be all of players ... because I'm running in debug I know that some of my best performers aren't actually the highest CA's on my team, they just suit their roles and have good mental stats (so don't get overly obsessed with CA, for star ratings its not the only thing taken into account).
  17. The game only creates more regens for a nation if that nation doesn't have enough home grown players to allow you a decent selection for the national squad - any nation you manage a club within shouldn't do this (obviously).
  18. If this is with regards to FMT then please post in the correct forum for that product rather than the mobile one - with regards to FMM, the game has been on a myriad of devices for years and adapts automatically to the device its run upon using a slightly different UI for hi-resolution devices such as tablets vs small screen phones.
  19. First and most obvious - keep improving your youth setup, second and slightly less obvious - make sure you have at least one decent youth coach (as that encourages good kids to join the club). Finally the higher up the pyramid, larger league you're in the better the players you're likely to attract.
  20. Different strokes for different folks Generally I use one more defensive and one more attacking role as it means they are more likely to space themselves out and give wider coverage on the pitch and more passing options etc. However in some cases I can see why someone might use two the same, for instance with BWM's if you're aiming to have a screen in front of the defense it encouraages both to get stuck in and hold up counter attacks etc. ... if your aim is to hit hard on a counter with fast forwards then that might be fine for you, ie. the BWM's job isn't to be involved in the attack, likely you have AM/S players who you want to do that and your central midfield is just there to gum up the work when things go wrong and there is a turnover ..
  21. Hi - with al the mobile stores you should be able to access any items purchased through the stores history. I don't have an android device to hand (I'm watching TV with my wife) - but if I look at googleplay on my macbook then there is 'library and devices' section - moving to that and viewing the 'game' filter I can see all the apps I've ever purchased, even if they are no longer available in the store (including Football Manager Mobile 2013 which is long gone from the store now ). If you click on one of the items then an 'install on devices' option is available. PS - Please make sure you are logged into the store, its easy sometimes to accidentally have logged yourself out.
  22. As I mentioned in the other thread - by all means post about Football Manager Touch in the relevant forum, with regards to Football Manager Mobile the game will be the same on both iOS and Android in terms of functionality. You can find the FM Touch forum here - FM Touch Forum
  23. Football Manager Mobile only offers text and 2d views of the match at present I'm afraid - at some point in a future version it is hoped we will be able to support the 3d view found in FM PC, but that won't be in the short-term.
  24. Cool - glad you've at least given it a whirl, I can understand your reasoning if the most important thing for you is the 3d match. Long-term I hope to bring that visual system into FMM, but its not feasible in the short-term (sorry). The studio has nothing against Android users, I definitely myself don't as I implemented the first android product the studio ever did (which was a version of FMM). I can't go into the business decisions (as that isn't my area), but from a developer perspective I can indicate that making products for Android is very challenging in comparison to most other platforms. This obviously factors into the expense of development and support for those products. A few reasons behind this: * Most platforms only have a few OS versions active (very few iOS users aren't running the latest version of the OS, a large amount of android users lag behind the latest versions). * Most platforms have a finite number of devices supported upon them - for instance on iOS there are a few dozen variants, on Xbox there are maybe a half-dozen. Android has literally thousands of devices which have to be supported. * No 'central' OS. Android varies according to the region, manufacturer and device that it is being run upon. This means that code written for one handset might not work upon another handset which is nearly identical in nature. For example on FMM one of the challenges I've had in the past is detecting handsets from certain asian countries which have 8 processors, but only one which has any real 'grunt' behind it, if this is the case it is vital that the game is active within the right processor or the performance is subpar. Ascertaining each of these race conditions and the reasons behind them is incredibly challenging and time consuming because it is impossible for us to have every one of 20,000+ devices available in house. As with everything in life its entirely up to you whether to accept my explanation or not, but I'll continue to try and be open and available to peoples questions as much as possible. PS - I would suggest you post in the relevant forum to your commentary rather than the FMM forum if the idea is to get support for your viewpoint and concerns and to show support for the Android platform itself. - FMT Forum
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