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Marc Vaughan

SI Staff
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Everything posted by Marc Vaughan

  1. I am sorry to hear you don't enjoy the mobile game - with regards to FMT appearing on Android in the future, that will be a purely business decision and whether you wish to play the mobile game in the short-term is obviously your own choice. PS - If you've never played the mobile game then I'd recommend you give it a whirl, it probably has a lot more depth than you realize - much of it is actually based on earlier versions of our PC products.
  2. If you look in the support area for your device it explains how to do this -
  3. You can edit within the game by clicking on the 'edit' button which appears on items while you play the game - the editor is an 'in-game' editor not a 'pre-game' editor like on FM PC.
  4. Work rate is a component of 'team work' so if you have players with less than stellar teamwork then that helps. Other factors do hurt work-rate, less professional players for instance will drop their work-rate when their morale is low etc. PS - If you click on the grade description it'll bring up a dialog and show who is contributing positively and negatively towards each area.
  5. Pouvez-vous m'envoyer une sauvegarde du jeu à regarder s'il vous plaît ? (Je suggérerais également d'éteindre complètement votre appareil et de le redémarrer, puis d'essayer de charger à nouveau la sauvegarde au cas où cela aiderait) With apologies for my awful French.
  6. So you know I've tweaked the AI somewhat for next years game so the distribution should be better from the back in these circumstances.
  7. Sounds like a fair request - if I allow an Anchor in the CM position is that sufficient for your needs?
  8. This isn't something I'll be introducing to the mobile game - the reasoning is fairly simple, the more options I add in here the more confusing that it becomes to ascertain the real cost of a transfer. This is especially the case with options which involve heavy maths for the user - ie. 'paying on installments,' 'covering a percentage of wages' etc. I'm continually tweaking the match engine and you should be able to find success with a fairly varied range of styles and tactics - however as in real-life there are some tried and tested approaches which work at the top level, ie. playing long-ball isn't likely to be overly successful. PS - Incidentally I tend towards counter attacking myself and have won pretty much everything with it. At some point I'll add in the ability to train player traits - but its not something I'm rushing into as making it too easy to gain them is a huge can of worms. I believe that you can do this fairly effectively by selecting appropriate roles at present - ie. if you want a central midfielder to play differently then select a different role for him. Again as with contracts I don't want to make how tactics work too confusing for users, ie. there are descriptions shown for the roles which explain how they work, if I add 'attack/defense' options to those roles then that makes it more confusing. The mantra for the game is that it should be realistic and have depth ... but also easy to pick up and understand/play. I'll have a think about this - might not make it into the first iteration of next years game (as I'm already busy on the feature set for that) ... but I think that is a sensible request. Thanks for the feedback, much appreciated (and sorry some of the suggestions don't fit with where I'm aiming the game, but hopefully I've explained 'why' they haven't been done well enough to satisfy your curiosity)
  9. Do you have a custom keyboard input installed/activated as that doesn't look like the default android once I've used ...
  10. Would you mind letting me know which league and club you're playing in - I'll try and see if I can figure out what happened. (normally the only reason you wouldn't get one is extreme circumstances (ie. a match every other day) or not having any staff.
  11. In real-life players tend to retire between the ages of 33-35, although there are outliers in both directions (ie. unprofessional players who had relied on pace retiring at the age of 30 when they lose it etc.). When you indicate players retire at 33 - is this the ones in your team? .. if so then this might be partially self-fulfilling as to retain their ability (and viability) as a professional player it is important that they keep playing regularly ... if Ronaldo hadn't been active every season then I don't think he'd have managed to stay at the top as long as he has. 🤣 I'm constantly tuning and trying to improve this - however looking at Barcelona's current circumstances with Braithwaite you could say that was realistic? If you send me your save game then I'll check into this - it's entirely possible he's just got to the stage of his confidence where he's not interested in being mentored by another person ... (simply put Ronaldo probably wouldn't have been interested in being mentored by Messi even if he might have picked up a thing or two from him). Could you give me some examples to test? I can understand that - however I'm trying to keep the game realistic BUT easy to play and understand - as soona s I put in installments etc. it becomes a math exercise to try and ascertain the effect of a transfer on your budgets etc.
  12. The average goals scored in real-life are very similar to those scored in the game (it's a simulation after all ). Average Goals per match during last 30 seasons in English Premiership = 2.66. Thus a score of 2-1 is about 'average really. Looking at the league table you showed some teams obviously like cagey matches and attempt to stifle games (looking at you Venezia with 33 goals in 15 matches - 2.2 goals per game), while others enjoy open games (Verona with 43 goals in 14 matches (3.07 goals per game) and Zebre with 41 goals in 14 matches (2.92 goals per game). All of this is pretty much within range of expectations tbh. The goals for your matches are very low which I presume is down to the style of football you're playing - if you play a more expansive style you'll see more goals, if you're playing a patient counter attacking style or similar and happy to just 'win' the match then that is a perfectly valid approach - but won't convert to lots of goals.
  13. I'd suggest using Hanwell Town FC or something similar to allow use of the name without conflict?
  14. It's me btw who puts these weird strings in - they're only for race conditions which should NEVER occur and intended to get us save games/attention when there is an issue in the game which we might otherwise not become aware of. In the instance you describe here the person has an invalid job set - this means that the game doesn't know what data is valid for him and how it should behave, thus your indication that it should just say 'coach' would be confusing if the person in question was say a 'physio' and all the game can do at this point is guess. The way it works is the game repairs itself when this occurs but display the string in the hope that someone reports it so we can figure out what is happening and ensure its properly fixed (as I would prefer bugs not to be present in the game).
  15. Speaking as a 'player' of the game (rather than a dev) - I tend to stick to the same formation in most matches unless injuries enforce it to change, I do however do minor tweaks if I think its desirable ... not to the formation, but to the mentality etc. So if I'm playing as Brighton I'm normally setup for control/attacking because that is my preference - however I'm also realistic about the quality of my team so I'll change to 'counter attacking' if I'm playing a club who quite frankly are going to walk all over us if we try and play posession football against them
  16. It's not something that has been reported before - I'll see if I can replicate it, have you ever seen this closer to the game start date or do you believe its to do with how far into the game you are?
  17. Fair request - I'll try and sneak this in for a future version (probably won't be next years, but its on the radar now).
  18. Do you press the opposition high up the pitch out of interest? - if no then the opponents are basically just trying to time waste and see the match out from the get go ... and you're letting them do it?
  19. I'll tweak this - currently it uses their current condition on that 'day' (as if they were going to play today) and doesn't project whether they'll feel tired on the day ... I've changed this to make players more intelligent now (for next years game) - if they're a fair ways from the match they'll indicate they're tired (or slightly tired) but not that they want to rest ... once they're close to the match they'll change accordingly if needed to 'wants to be rested.'
  20. Ok useful information to know - we'll keep on it and I have no doubt once we've managed to reproduce this reliably in house it'll be something fixable (however sadly this can take a while because there are a huge host of device and OS combinations out there and sometimes its down to a clash in software load from other apps on the device, we'll keep at it though).
  21. Ok this is something we've not recreated - gut instinct from me is that if you fully power off your device, restart and then start the game you'll find it works again - sorry for any inconvenience while we investigate further.
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