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anagain

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About anagain

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    Semi Pro

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  • Favourite Team
    AFC Bournemouth

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  • Currently Managing
    Welling United

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  1. Thanks Fraz. Maybe my heart's not in FM as it once was. I'm finding it harder to get past the things that bug me than I would have in editions of yesteryear. I really like the new dynamics feature. FM has been crying out for something like that for years. Many little things that really bug me, so much so that one friendly and I feel that itch has been scratched.
  2. I was thinking I might give FM18 another try now that it's been out a little while. I have the demo but I wanted to be sure it updates the same as the main game. I'm pretty sure it does, but it can do no harm to ask. My demo says it is version 18.1.4 but that's confused me because as far as I can tell the latest update is 18.1.3. While I'm here it can't hurt to also ask whether the game has had any major improvements to the UI since release. The UI was my biggest bugbear when I tried the demo. I hated it and I couldn't get past how bad it was. I've been watching a lot of Loki Doki on YouTubs and it's given me that itch to play FM again. I see the awful horizontal pitch is still game, so is it really any different from release yet?
  3. I just tried the demo over the last couple of evenings and I have to say I'm not feeling it this year. I found it hard to get in to FM last year after taking a break the year before. It could just be me, and the simple fact that I may have just lost that spark for FM, but my overriding feeling whilst playing has been that the changes (and I mean changes that should have been good for the game) are just poorly implemented and leaving me feeling like this is the poorest quality FM in memory. The match UI is by far the worst match UI I have experienced in nearly 20 years of FM (I first played this game in 1999). I find it hard to put words to how I feel about it, but I would say it is over complicated. I like the addition of praise to the pitch shouts, but I feel unsure as to whether I've implemented anything when I use shouts, only to see it flash up on the bar at the top. There's no confirmation of doing something. The whole match feels rushed, as if SI have listened to those wanting a faster game and cut down the highlights for everyone. Regardless of what goes on in a game, I feel like the information overlay between highlights is up a lot more than the highlights. Have the number of highlights been cut? I make substitutions and confirmation buttons are hidden away at the bottom of the screen, along with team talk options. The opposition instructions screen is now not part of the pre-match setup, but a separate window. The in match tactics window does not seem as interactive as it used to be. There appear to have been many changes, but not changes implemented well. I've had two obscure pieces of commentary in two matches (that I have noticed). I got a penalty in one game only to be told that the assist came from a player who had left the pitch injured near the start of the game. In my second match a player was injured after colliding with a team mate even though they were at different ends of the pitch, the injured player in acres of space. Injuries is another sore subject for me. In the past I've been dismayed at the number of posts on these forums that say there are too many injuries, so believe me that I feel uneasy saying that there are too many injuries this year. I get a report every match to say half my team are at serious risk of injury because I am training at high intensity in pre-season. I'm getting at least two nasty injuries a game and more from training. These are Premier league players and they're struggling with a high intensity pre-season. It just feels harsher than any FM I have played. I was very glad when I read that SI were implementing quite a few changes this year. The player dynamics feature pleased me immensely, along with the game delving more in to player-manager relationships. This is something I have felt FM needed for some time, and I am sure it will turn out to be a fantastic feature. Sadly, I just can't quite pull myself past a lot of features that I feel have been changed unnecessarily and even rushed...or appear to have been so. I have a lot of experience of FM, and the quality does not appear to be on show this year. The UI changes really are poor, and perhaps that is what is bugging me so badly this year. A poor UI can detract heavily from a game. If you feel like you are over clicking or are struggling to find information easily, then that very fact can bring the whole game down.
  4. Accrington? Founder members of the league for whom it didn't work out for. Now back in Football league after a long time in non-league. Nice association with the afore-mentioned Ian Rush, too. I think any team who are listed as foudners of the English league have a rich history for that fact alone. Totally biased here, but Bournemouth have a rich history. We giant-killed ManU once! Joking, of course. But, nice club to have a challenge with, too. Can you play the way they do now and keep them in the Premier, or will you change the style and see what happens? Can you build them a rich history? Can you keep the club's ethos of a predominant backbone of English talent. The biggest fall from grace currently in the game as a team to start with would be, I think, Stockport. They were as high as the Championship at one point and now find themselves in the Conference North. Other than that, and at that level, Darlignton 1883 and Bradford Park Avenue are former league clubs that had financial problems. Gainsborough Trinity were in the Football League once, but not for long. Depends if you'd want to start that low. From your original post I'd figure not. But when it comes to non popular teams in the Premier league with a rich history (as per your original post), I think I'd have to go with Burnley or West Brom. Depends if you want to stick to your original outline of expand as per people's suggestions.
  5. Questionable Results

    Freak results happen. Labelling it questionable is unfair.
  6. Not managing the Premier League, but perhaps FM is just tougher on managers this year. From my own perspective I just got sacked as Stirling Albion manager after my new board sacked me despite saying they wouldn't judge me on past performance. Apparently I failed to meet a points target that was set my the previous board...even though I did actually meet it. It's true that real life management is a precarious game. I'd like to see FM harder on managers.
  7. The Olympics in FM17

    It is essentially because the FAs of Scotland, Wales and Northern Ireland believe they will lose their identity if there is a joint Great Britain team for the olympics. It's a political thing. The individual teams of the home nations can not compete alone because they are not a sovereign nation in their own right. The nation is the United Kingdom of Great Britain and Ireland. We have the home nations because there was not distinction of national competition when the respective FAs were formed, hence they continued their own way. It's unlikely to change any time soon. The reason we had a GB team at London 2012 was the result of a lot of political bargaining, as @steven gilbert said.
  8. So I just picked up this guy who can play in a nice variety of positions up the center of the park. I'm now a little unsure as to how best to train him. My coaches think his best position is striker, but I'm a little concerned about his finishing. I personally think he has fantastic potential as a tough tackling mid or a center back, but I'm very unsure how to get the best out of him in training. Right now I am training him as a DLF to get a good range of skills, but would there be a better plan? This is the first time I've ever been so divided in how to train a player to get the best out of him. He'll likely be a sub that will be available to fill a number of positions from the bench. Try him out and see how he goes? What would you do with him? Thanks, in advance.
  9. I don't necessarily mean to include sliders that fine tuned, but more options to say where and when to close down. I was thinking more options to expand options for how often players will get forward, such as to specifically tell a full back to stay back if the other flank is advanced. It was more an idea to use the variety of sliders to improve the options available in the current tactics manager. How that would be gone about is up for discussion.
  10. Hardest game ever

    Very true. Can't get any consistency from my Stirling team. It's also going to matter how realistically you play the game. Scouting is very different in FM17, and it is taking me ages to fully divulge the stats of players I am scouting. I am therefore having to gamble on players to bring in to my club. I got lucky with a central defender, but many of the trialists I have signed have been incredibly poor.
  11. I certainly think that is the most important factor to bear in mind here. More specifically I would point to AI as being the biggest concern. A frequent concern I have seen bought up on these forums is the easiness of FM, and the chief culprit for that has to be the ability of the AI to compete with the player. FM17 is, in my mind, the edition of the game that has featured the best AI managers to date. I have seen more tactical changes by the opposition in FM17 than in any previous edition. This is something that has obviously taken time for SI to achieve. The result of years of work, if you like. As much as I agree that there is a limit to how tactical you can be in FM, I am left to ponder how much effort it would take to enable to AI managers to compete with a player that has access to a much greater variety of tactical instructions. If we cast our minds back to previous editions of FM we will all remember the sliders system. It was either loved or loathed. I personally feel it could be considered a much deeper tactical engine, with a much greater ability for fine tuning than the current system. Would the average player like that though? We already have a huge amount of players complaining that the game has become too detailed in past years. I don't agree, and I'd love to see more detail. SI have to balance that player feedback with what they add in terms of tactical fine tuning and the progression of video game AI. It's not an easy balance. Speaking for me personally, I would like to see more fine tuning of tactics. I often feel I don't have the ability to ask certain things of players. I was watching a Canadian YouTuber play FM the other day. He's a footsoccerball (as he calls it) novice and it leads me to delving in to his tactics and trying to offer advice. It got me to considering advanced fullbacks and the pros and cons associated with them. In modern day football wingers will be expected to cover defensively for full backs, and there will often be a within team acknowledgement that one full back will stay back if his partner is advancing. Specifying that instruction with FM, I believe, only leaves you with an option to make one full back less attacking with the tactical options. Perhaps the game engine will make that happen as a given, but there is nothing in the tactical descriptions to suggest so. The player is left to guess essentially. On the other hand, I do feel a concern regarding the possibility that the game could be too easy if the player is offered a greater abundance of options to build their team. For starters, perhaps the depth of fine tuning available in the old slider system could be further built in to the current graphical tactical system, giving us more options within each category. Small steps are probably best here. Too big a leap and it will disadvantage the AI. It is a good topic though, and one that I certainly feel merits greater discussion. I'd be reluctant to compare to other games though. I felt the comparison with flight simulators was a little wild, and the comparison with Sim City incredibly far off the mark. FM is, in my mind, a whole different kettle of fish than so many games.
  12. I have all European nations fully simulated, plus China, Australia and USA, on the largest possible database with all players loaded from each continent. It was some-hundred thousand players...and not recommended by the game. It's a set up I did try before 64-bit, but it's running like a dream for now. Much faster than any save I've had previously on FM, with any edition of the game (exempted perhaps the odd attempt at Dafuge). Regarding any of the myths on page one, well I'm far from concerned. I'm unlikely to get more than ten seasons, playing at the pace I do, so I doubt I'll run in to any trouble. If someone manages to make an MMO that's in any way decent I might not get that far.
  13. I don't know, to be honest, because I do it all myself. I think the player is always going have an advantage over the AI, whatever the game, but maybe not so dramatic in FM. The AI managers really do appear to have improved considerably with FM17, at least from my experience, so that would suggest your assistant would be better. I do see many inconsistencies with advice, and a lot of suggestions that I feel are bad, but possibly that is because I am managing Stirling Albion. It's a situation you'd be best to experiment with. I doubt handing the press conferences over will have a huge effect, but I'd be reluctant to hand all control of buying and selling over to a DoF. Hope you find a mix that's right for you, but try the game with a lot of personal control. It really has improved speed-wise this year. I've gotten in seven matches in two sessions today, with much internet browsing and chatting. In FM16 I doubt I'd have played four matches in that time. I feel like I have the same control over the game as I like, but I'm getting through game time faster. In my humble opinion you can't beat a game of FM where you do everything a real life manager would do, but I appreciate those who want to speed through. To many seven matches in a day is a paltry number.
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