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Marc Vaughan

SI Staff
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Everything posted by Marc Vaughan

  1. Just one thing to bear in mind a lot of crosses, especially if a player has cut inside aren't 'high' they're more fizzed in for someone to finish or hoping for a bad touch from a defender - Brighton do these all the time in real-life and the only striker we have who is good in the air is Evan Ferguson really (and frankly he's just great at everything, if he can just stay fit for a while).
  2. If we discover a workaround then we'll obviously let you know - if it's a Netflix issue (which is what it looks like) then its something they'd have to change their end and we'll update you if we hear they have changed their policy in this regard. (I did spend a weekend when this was first raised trying to work out a solution on my Chromebook, but I'm afraid I wasn't able to)
  3. Just to clarify 'teamwork' isn't the ONLY aspect involved, but it does contribute - for instance some strikers are all about scoring and will shoot even if a team-mate is in a better position arguably, others will be happy to hand the glory to another and help the team. One thing I noticed in your tactic is 'work into box' - it is possible this might be cause some of this because its telling the team to play the ball into the box, so if they cut inside and a striker is in the box already it'll be encouraging them to 'work the ball into the box' via. him potentially (can't say for certain without your game - but its a possible, if I wanted IF's to score I'd probably turn that off and leave it be, or turn on 'shoot on sight' to make them take a crack as soon as they get a sight on goal ... then have your forward look for rebounds?). PS - With the team you have available I'm betting that regardless of who is scoring goals (or not), you're not struggling too hard for results?
  4. Can you tell me a little more about your inside forwards, are they selfish (teamwork) or team players? ... team players will often look to pass rather than shoot, similarly is their passing higher than their finishing? ... if so they might tend towards what they're best at etc. (also do they have any ability to play up front, if so then they'll be more comfortable with going it alone etc.) Tactics and formation obviously have a large effect on things, but tailoring them to the players who are on the pitch also helps - no amount of tactical encouragement would make me into a striker tbh.
  5. Can you message me a screenshot of your inside forward, as well as tactics/formation ... if you want an IF who scores then make sure he's got the selfishness required to go solo ... low teamwork and make sure his shooting is higher than his passing skills ideally. The last thing you want if you're wanting someone to finish is a team-player who prefers to make others look good (also doesn't hurt if the IF has some ability in a striking position, not just on the wing)
  6. Thanks - this sort of feedback is actually really really useful as having worked on the game longer than I care to remember its easy to presume people just 'understand' some things ..
  7. Overload with slow tempo will mean the inter-team passing will be slower, tempo indicates the speed with which passes are made - high tempo means that they move the ball quickly between players and will lead to more one-touch passes. In real-terms when combined with overload this is likely to lead to players trying to do more by themselves because they won't offload the ball as quickly, but still want to get forward and attack (so it'll encourage running with the ball to some extent). So low tempo, counter attack and long ball would likely lead to players looking for a willing runner up front and punting the ball to them so they can attempt to get through on goal, the low tempo would mean the player looking for a pass would be somewhat patient waiting for the movement before attempting the pass, whereas a high tempo would mean they'd punt the ball to an 'area' more often rather than a man unless they have exceptional decisions, passing and creativity. PS - I do realize I'm talking a little in terms of generalities, that is simply because the match engine is incredibly complex and doesn't indicate if 'x' then do 'y' ... it changes biases and encourages certain actions, but takes into account a host of other factors. player personalities, opposition players, whats happened in the match previously, the abilities of players etc. ... my general comment is to try and think of things as you would a real football match and convert the sliders etc. in your head to how you'd talk to a team if you were a manager, ie, Guys we're rushing things too much and losing the ball take more time to pick the right pass (change fast tempo to slow), look for Joe on the wing, he's quick and can take on their slower wide players with each (pass to left, counter attack and direct passing) etc.
  8. Outside of the editor and national teams being available from the 'get-go' sugar daddy and others are unlockable through gameplay (not too difficult to do tbh). There are more than 4 save slots now with there being 8 save game areas each with their own save slots.
  9. Mentality determines the teams 'overall' behavior style - Contain - Basically park the bus, stay back and defensively cohesive even when you have the ball don't commit people forward. This is a team expecting to lose and trying to limit the damage or grind out a draw. Defensive - Not quite 'Contain,' but your primary interest is keeping the match tight and perhaps grabbing a goal from a set-piece should the opportunity arise. Counter - Stay back and spring on the break when possible. Works best with fast attackers where they can get up the pitch quickly. Balanced - Fairly normal style, balance between attacking and defensive play. Control - Keep the ball and pass it around until the opposition are pulled out of shape and you craft a chance. Can be a high risk style because it encourages players to pass the ball between themselves and play the ball backward to recycle chances more than some other styles. Attacking - Get forward whenever possible, take more risks pushing up the pitch, winning 4-3 is still a win Overload - We're 2-0 with ten minutes to go and have nothing to lose, 3-0 gives the same amount of points as 2-0 Each of these obviously combine with the other settings and some might suit particular settings more than others, i.e. if you're playing contain then short-passing is more likely to leave you losing the ball in your own half, while a long boot up pitch to a target forward might get you a lucky half chance once in a while etc.
  10. He has a medical issue in real-life I believe and for that reason he's set as unavailable for a while in game (I'm not sure of the return date, sorry). The game really should warn/prevent transfers for players in these circumstances - I'll talk to people and see about doing that for an upate. https://en.wikipedia.org/wiki/Jang_Hyun-soo
  11. Is there anything you can tell us that might help us reproduce your issue - ie. pages you use when setting things up, what your device and resolution is etc. (as sometimes things only reproduce under certain conditions)
  12. At some point in the future this might become feasible - at present however they're not available in the game.
  13. Which OS are they - android or iPhone, if you give info we can probably help ..
  14. Can you please play through into the season itself and see how it goes - as in real-life sometimes friendly results can be somewhat misleading as teams aren't fully fit and still coming up to 'speed' ..
  15. I'm 53 and have less than 20-20 eyesight, I'd recommend using an iPad or iPad Mini myself - although I can play on my iPhone8 I expect within a few years that'll be off the menu for me also. PS - I try and keep the games text as large as possible so its playable, but as devices get higher and higher resolution its trickier to ascertain if a device is large or just has a stupidly high resolution ... and the youngsters dislike it if you put a low-res skin on a hi-res device, so its a balancing act for us.
  16. Can you explain exactly what you are doing, what device you are using and if possible supply us a save game with step by step instructions on how to replicate this (it'll ensure we can fix this as promptly as possible for you).
  17. Ok as I mentioned previously I'm not the 'best' person to go into minutae in this regard because I don't do anything with licensing apart from help put the assets we recieve into the game, with regards to B-teams and such, in some cases around the world an additional license agreement might be required to use specific B-team assets and it is possible that might not always be in place. With regards to the graphics folder and accessibility of save games etc. - we try to allow people access to the files they save and use within the game, however some operating systems such as Android have unique bespoke file systems and might store things in a different place depending on the variant you're using, because of the way file access is undertaken on Android some areas can be incredibly slow for access and we try and balance this with exposing peoples data to themselves. (its something we will obviously look to improve as time goes on, but mobile OS's are cracking down more and more upon file access in order to prevent malicious apps/virus's from affecting applications adversely)
  18. A fix is incoming for this as a handful of users have reported issues in this area, sorry for any inconvenience - it should (all being well) be with you by the weekend.
  19. Where possible we put player photos into the game - these are dependent upon us having the appropriate licenses, licensor approval and such. We're not able to give a full insight into such things as far as 'why is player x present/not present' I'm afraid because it'd be incredibly boring, long winded and involve a lot of legal information ... please just trust us in that we'd love every player and club in the game to have badges, images etc. ... but that this isn't always feasible, either for legal reasons or simply because we haven't been supplied approved assets at this time.
  20. Theoretically someone could create one - but it'd require someone to make an editor for the data format we use.
  21. I'll have a think about how best to implement this in FMM, seems a fair enough request.
  22. I don't believe either of those leagues are present in the mobile game - if you have feedback for our other titles, please post that in the relevant forum.
  23. Once you turn it on as per Tom's instructions - then the option 'Edit' will be available on relevant pages within the game (bottom right of a club, player profile etc.) within the game itself.
  24. Yeah sorry might be one of the hazards of us increasing the database size - will see what we can do to tweak this side of things and be more helpful to you in a future update, do bear in mind this won't be a small (or easily testable) change so might not be the most immediate thing done (ie. please be patient with us).
  25. If you click on a player profile then the option should be in their 'Actions' button or visible upon their player profile - so for call ups I've just started a game as England manager and am putting Dunk into the England squad because he's obviously the best British central defender by a country mile (bottom left button on the image shows the 'call up to nation' option - once he's 'in' it'll say 'Remove from nation') PS - If your squad is full (ie. you've called up all the players you can), this option might not be visible, similarly there may be times (ie. during tournaments) when you can't drop players.
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