Jump to content

Harper

Members+
  • Posts

    2,122
  • Joined

  • Last visited

Posts posted by Harper

  1. 23 minutes ago, forameuss said:

    While I see where you're coming from though, is there this big untapped market of people who are suddenly going to be interested in playing FM just because you can be Emma Hayes?  And this isn't a comment against them including Women's football, I'm really looking forward to that, but I'd imagine those interested enough to give FM a try are probably already playing it.

    That's not to say there aren't some numbers to be gained, but I just don't think there is really this big market share to be obtained.  They've already obtained it.

    Absolutely. There is a not insignificant number of people who will experience FM for the first time because they can manage the women’s team they support. There is a whole generation of kids with pocket computers that need to be introduced and hooked to the game. It’s not a given that the next generation will just buy Football Manager because it exists. Expanding the game to include the women’s game adds another angle to entice those wide-eyed tweens that will fill up the Emirates this weekend.

  2. 5 hours ago, forameuss said:

    People keep talking about a wider audience, but I'm not convinced there really is this mythical larger market that SI can go after.  Are there really a sizeable number of people that are interested enough in football management to want to play FM, but decide to completely abstain from the only product in the market purely because the graphics don't look as good as they could?

    What is true is that they can't, as a particularly niche product, **** off the market they do have.  Unfortunately, that's probably unavoidable, as no matter what direction you go in, someone's going to feel like it's drifting away from where they want it to be.  Best you can try is balance.

    Adding the women’s game is about growing the user base (e.g., the women’s football/gamer market).

    Migrating to the Unity engine is more about modernizing the tech stack than it is enticing EA\Konami players. Probably has a benefit in widening the applicant pool for entry level positions and reducing the onboarding/learning curve there.

  3.  

    Isn't 2.1 billion in the range of the maximum value for a signed integer?

    But realistically, if a club was accruing several hundred million and not re-investing it into player/staff wages, academy, community; you can bet owners/shareholders are taking profits. I thought the game handled this by “investing” a large amount to bring the number down. But maybe that was just the overall balance.

     

  4. 55 minutes ago, phd_angel said:

    Just checking with my fellow comrades: it feels my goalkeepers are taking too many easy goals, fumbles and near howlers. I spent tons of money bringing some good players, and my GK coaches are darn good.

    Is it just me (maybe my aggressive high-line tactics?), or is this is a general experience amongst gamers?... 

    PS: Below, I zero'ed the value of Mamardashvilli to try to offload him. He has been a total flop in my save thus far...
     

    image.thumb.png.ee70b5c5e88e48b696255c65c864082a.png 

    Not sure about the core of the question, but I brought Mamar in to be my back up on the cheap (£3M); played him in domestic cups. He performed well, but he started complaining about match time and needing it to be in contention for the Georgian NT. Thought I would be able to sell him for a decent profit after a good season as back up. He had 18 starts, 12 clean sheets, 8 conceded, 7.16 average. Included there were 4 starts in the FA Cup with 4 clean sheets and a 7.53 rating in the FA Cup; 10 starts in the Premier League, 6 clean sheets, 4 conceded, and a 7.05 rating; 3 starts in the Champions League, 2 clean sheets, 1 concede, 7.03 rating.

    Everyone who wanted to buy him offered maximum 3 million, not one team wanted to gamble £9-12 million one a prime aged goalie with good performances in top level competitions. Bizarre. I did end up loaning him to Celtic with an option to buy for £10.75m; but I don’t anticipate them exercising the option. I don’t think I’ve ever had a team exercise an option to buy when loaning from me.

  5. 3 hours ago, KeiranShikari said:

    Surely that's too much for comfortable navigation around menus. Although it's probably worth it for the matchday stuff.

    I have a 3440x1440 uw and that's enough for me.

    I'd keep it in windowed mode and use the keystrokes to maximize the window on match days (Windows Key + Up Arrow), or snap it to half the screen between match days (Windows Key + Left/Right).

  6. Two things helped me get back some mojo for the game.

    First was getting a MacBook. It’s powerful enough to run at speed without being plugged in. So I can take the game with me to the kitchen or the living room or the bedroom. Doesn’t have to be a MacBook, but a laptop with adequate battery life under processor use is 🤌 . FM is the only game I play now, so need for a true rig of a desktop isn’t necessary anymore.

    Second is to choose a start date in the middle of the season. Dropped in like a mid-season manager change. Only focus is to get the team playing one tactic right.

    Delegate everything except tactics and team talks. Have all scout reports delivered in the scout meeting to reduce the inbox clutter.

    Load up the laptop play a match or two, then shut it down for the evening.

    Once the first season ends, I’m more invested in the save and it’s easier to break down the traditional startup tasks into chunks.

    Refine my back room staff before pre-season starts. More thoroughly setup tactics. Review scouted players and make contract/transfer offers.

    Then start taking back some responsibilities based on how I want to play; particularly in the scouting and youth team training.

  7. 22 hours ago, Dagenham_Dave said:

    A lot of people panic when they see red arrows on a players profile, but most of the time its just attributes rebalancing because of something happening in training, or a change in ability etc. And more often than not, it's only fractional differences. If you go deeper into the attributes you can see if any have actually dropped and by how much (as well as ones that increase). Usually nothing to worry about. 

    To illustrate the point, attributes rise and falls by increments of 0.2 (I believe, kind of guess work) and the game truncates the float values.

    Here is a player's attributes with an indicator of decrease in is long shot ability
    image.thumb.png.7c1c71d200531b8214cbae45800f1728.png

    Hovering over the attribute in the progress tracker on the previous month (August 2026), you see "Long Shots - 13"

    Long Shots in August 2026

    On the current month (September 2026), you see the slight decline from the previous month, but the information when hovering over the data point still reads "Long Shots - 13"

    Long Shots decrease Sept 2026

    Different play (new signing, but with a more dramatic arrow indicator). The darker red arrow, indicating a sharper decrease indicates the integer has changed, but the decrease isn't a significant decline. Here the player has 13 stamina

    image.thumb.png.76aeb0e0288c525dc0361f4ae1fd241b.png

    The following month, the integer is 12, but it may have gone from 13.0 to 12.8 (maybe 12.6).

    image.thumb.png.4700fb2402b4db38139098608b4ef428.png

  8. 2 minutes ago, LZmaster said:

    Are you guys going to have a 'beta save' and a 'normal save' when the game comes fully out? Or you guys gonna continue with the 'beta save'?

    Transfer my FM23 save and see how that works. I just finished a season so I can start relative close to the turnover date. See how/if the new squad building AI, intermediaries, and transfer room bits work.

    Probably start a new save after full release.

  9. 12 hours ago, XaW said:

    Sure lets do one more.

    Level of detail!

    - Many of you probably know about this screen, but do you know how it works and what it actually does? It's located in the FM-menu drop down.

    sBt8OCL.png

    Once you are in you can see a bunch of leagues and continents, based on what leagues you have loaded.

    YM2L9jY.png

    All of this can be quite confusing, but what it actually means is "how many, and what type of, matches do you want to be played in full?". Clicking on the list on the left will show more details, like this for England.

    SnpVDWZ.png

    So what does that entail? Well, the game has two different match engines, the normal one that is used when your team plays, which is played out in full where you can see match statistics and all the details, but there is also a quick match engine, the QME. This version of it is a simplified version that does it much quicker, but in far less detail than the normal one. So matches played in the QME cannot be opened to look at in detail, nor will it use all the features of the normal match engine and use a more simplified way of deciding the result. SI haven't given much details of exactly how it works, but think of it just as a simplified version. The QME is faster, but less uses less details. So the more matches played in full, the longer processing time the game takes to simulate them.

    So what you are selecting here on this screen is how many matches should be played in the full version. So why would you want the game to go slower by adding matches here? Well, the matches will give actual statistics and not just estimated ones, so if you care about how players do in other tournaments, then this is what you want to add. Also, the league your team plays in is forced into full detail for competitive matches. Games you attend or scout will also be played in full detail automatically. Personally, I think the default setups work well, but if you don't care much about the details, you can set everything to "None" and improve processing. Or, if you really want realism, add as much as you want and let the processing take its time. Anything that allows us to customize the game to our wish is great!

    I found you get significantly more scout results, at higher frequency, when you have match detail set to anything other than None.

  10. On the tactic page, click on the “Player” tab next to “Overview” on the top bar above the formation.

    Click the position, then the player, then you’ll see the swap positions.

    IIRC it’s only available if you don’t have Personalized Player Instructions toggled in the starting position.

    For example, what I do with Martinelli and Saka is set their starting positions with personalization toggled off: Martinelli AML-IF(A) and Saka AMR-IW(A) are the default roles.

    Martinelli has AMR-Ramdueter and Saka AML-W(S) as personalized instructions for after the swap. They adopt those roles when they switch positions and revert to original when they switch back.

  11. 7 hours ago, masno said:

    Exactly this, they said FM24 will be the most complete FM in the whole series, people is so obssesed with FM25 already that they failed to see one thing: FM25 can be a total failure in everything besides graphics.

    It will be SI first attempt in Unity, maybe they can get it right first hand, or we will only see a good unity FM in FM26/28, we don't know yet, so jumping FM24 can be a bad deal. Remember, changes are always good, but changing can come for the worst too.

    My expectation is that FM25 is 90% a lift and shift. Plugging the current match engine and existing modules into the Unity API for a GUI refresh.

  12. On 14/06/2023 at 15:30, Harper said:

    Here’s something I wrote a few years ago regarding maps. I’ve been in the GIS/Cartography sector for 15 years.

    it’s not that I don’t think SI could do it, but I believe it’s so far down the priority list that it’s not worth investing their development and testing time. And to embed an existing mapping API would be prohibitively expensive with regards to what it brings to the game. 

    Further nested quotes inside.

     

     

     

    Update: the incorporation of the Unity Engine has huge possibilities for maps in the game.

  13. 9 hours ago, Nick_CB said:

    You talk as if a good part of the public that consumes the game asked for this feature (women's football).

     I believe it will be a new feature that in practice will be ignored by more than half of the players, as it happens in FIFA.

    I respect your opinion, but to say that there are players looking forward to this is a huge exaggeration. 

    Very short-sighted comment. Having women's football in the game isn't for the current FM players requesting it. It increases the game's appeal to fans of the women's game, ergo growing the number of FM players. I expect there will be large growth in the female demographic amongst FM25 users. The Venn diagram of equal representation and commercial viability are equal circles here.

    My only concern with the women's game is that it might be too late to manage Arsenal with Viv Miedema on the roster.

  14. 2 hours ago, jmb1403 said:

    It would be a great idea but are they saying that the next years game will not be improved much on the previous year? (ie. to make the save compatible it will need to be in a similar state?)

    I inferred that the features that got dropped from FM23 were behind schedule and effectively delayed to FM24. I wouldn’t expect a GUI overhaul, but I do anticipate some new features.

     

  15. Here’s something I wrote a few years ago regarding maps. I’ve been in the GIS/Cartography sector for 15 years.

    it’s not that I don’t think SI could do it, but I believe it’s so far down the priority list that it’s not worth investing their development and testing time. And to embed an existing mapping API would be prohibitively expensive with regards to what it brings to the game. 

    Further nested quotes inside.

     

     

     

  16. When Match Review is on the training schedule, this should include a screen similar to the Match Preview.

    Included should be:

    • Medical Report; update on player injuries and recommendations for player's to rest or reduce training intensity
    • Interactions: Recommendations to praise/criticize performance
    • Analytics: Statistical breakdown of attack and defense (depending on levels of staff, may or may not align with coaches tactical advice)
    • Tactics: Suggestions from Coaching Staff for role/duty changes (e.g., "Opposition found most success against our left back, recommend utilizing FB(S) in place of WB(A)")
    • Selection: Recommendations for rotation based on upcoming fixtures (X upcoming games in 7 days), match load, and injury risk.
×
×
  • Create New...