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nimbleshadow

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  1. I agree with this part very much, it's easy to manage a big club. But, how would a casual player like it? The game's way of handling difficulty is just that - you want a difficult experience - choose a lower league club with terrible finances. That's why I always start in the lower leagues - that way you get more content and play time, more space to progress. Very Crusader Kings 3 - like. The mechanic is also in FM for NPCs in form of attributes like Pressure, Important Matches, Professionalism, Determination, Temperament and Consistency (and even Fatigue, though I guess that's a physical attribute), but not for the human "Manager" in such an explicit way. Would you suggest adding another mental attribute for the human manager that would govern those modifiers or having it connected to existing attributes? Also, in terms of releasing stress...winning games could release stress, winning big games could release A LOT of stress, successful interactions, team talks, etc. could release it. I don't know about taking vacations mid-season, not sure if I've ever heard of an employed manager doing that. In general, I think the simpler it is - the better, since the game is played by a very wide variety of people with varying interests, preferences and amounts of time to play it. It should feel as rewarding as detrimental, so you would need ways in which the mechanic would feel rewarding when you do things correctly, just like it is detrimental if you handle it incorrectly. (Edit: For example, if high stress / going red gives you attribute debuffs, does low stress and going green give you equal buffs and increase in attributes? 10 points + or - seems a lot on the scale of 1-20)
  2. Definitely, especially if you really played for the club, and then it could be offered to you for management if it's in a playable league, just like a "Favourite club" does now. Only one downside I can think of would be if you input stats higher than existing records in the database, such as "Most appearances" or "Top scorer", so if it did not align with existing history records it would be a bit jarring.
  3. I have to add, even if it's older players, wouldn't they want to get that game time they complain about, plus the sweet appearance fee cash which is sometimes in tens of thousands of pounds? The description text just needs to change to something more akin to general complacency, rather than "staying on the bench". "Doesn't want to break a sweat" would be more like it
  4. Unfortunately, I have no save file prior to it happening, only right after. The board accepted an offer, player agreed and left the club, all within 11 minutes of the deadline day, and before I received any notification of it happening - unable to even see if I could protest. If this happened because I interfered with a recent transfer and spent the "protest" option, it could've been communicated in a way, telling the Manager they wouldn't have been able to stop the transfer anyway since they've spent the option to "protest".
  5. We are aware of Manager Attributes' impact on Player Interactions, Board Requests, Motivation, etc. Now, it might also be interesting if we were clearly shown that some conversation options are only available because we have certain high attributes. For example, some dialogue options could only be available if you have high Determination, Discipline, Man Management or Motivation, and shown in the interface in such a way that Managers are made aware their Manager attributes really matter. Attribute-dependent dialogue could affect Board Requests, Player Interactions, Media Interactions and Team Talks. You can play around with these options and have great fun creating them, while making the game's role playing mechanics much deeper. What difference would it make? It would add role playing flavour Make responses seem less repetitive Important and impactful especially if you start without badges and level up as you play It would give your Manager a sense of growth as a character Make attribute-dependent dialogue have more impact It might also be an incentive to "try out different manager builds" (styles) in a true RPG manner It is an easier way to overhaul the current dialogue system without completely rewriting it Some examples of what it could look like: Passed Man Management and Determination checks: Passed Level of Discipline check: Passed Man Management and failed Determination check: Failed Level of Discipline check:
  6. I know. I am saying that information means nothing on its own. It's meaningless. Their "20% less than real life" should be correlated with types of injuries, for every injury, because on its own it means nothing and should not be repeated as some fact that redeems what happens in-game. How many leg breaks? Keepers with broken wrists per year per team? That's very lucky, or the clubs in my saves are very unlucky. I have several broken lower legs, lower arms, upper arms every season in each of my set piece focused (not my choice) clubs. Last season a U19 player had a "fractured skull". I also had 3 (three) right midfielders injured for 5+ months in the same match. I guess there was a banana peel on that part of the pitch. I could, but I'm not gonna assemble a data spreadsheet on injuries across top 5 leagues for free, since I got better things to do. Everyone knows rough data about the clubs and leagues they follow, and in several clubs I regularly watch, there's very rarely someone with broken legs, arms, or skulls. Maybe once every few years, or once a year. In my FM saves it's 1-2 at any given time.
  7. The "FM injury rates are 20% lower than real life" is a misconception or a misunderstanding. It keeps getting repeated like some mantra in many responses regarding injury complaints. Statistically, "the number of injured players in the game at any given moment is lower than in real life" might be true, but...how many of those in real life are: Broken arm Broken wrist Broken lower leg Dislocated shoulder Broken upper arm Fractured skull..? How many clubs have 3+ players with broken and dislocated limbs for half a year all the time? Are there really 2 keepers with broken hands at every club? I think everyone knows the answer. Compared to FM percentages, such severe injuries, even at a glance, are at least slightly rarer in reality. So, while the "number of injuries" might be lower than in real life, the portrayed severity of them definitely is not. How to fix? Maybe if some of those were renamed, slightly reduced in severity, or if more of those were ligament injuries it would make more sense. Make less severe injuries happen more often, reduce the severe injuries (especially fractures) significantly.
  8. I think this happens if you did not introduce any new developed players this season specifically, since they ignore all the youth introduced during previous years. So, you can have full 11 of your own, but they "won't count" them if they weren't introduced during the season in question. It can become an issue long term when your team is already built up and you don't really have space for several new talents without disrupting the current team.
  9. Well done! This really is a lot of work, good luck and I hope you finish it.
  10. Seeing this as well, majority of clubs either have or add along the way the "Make most of set pieces club vision". I'm thinking they added this to put some emphasis on the new set piece system, but went a bit overboard with it. Whenever you try to negotiate and remove the "make most of set pieces", they really won't let you remove it (even if you're a legend of the club and it only has "Favoured" importance), like it's everyone's life's dream to make most of set pieces.
  11. v1.2 -Fixed multiple missing full (long) club names for clubs in Vojvodina region 1.3 -Fixed EU and VAR rules thanks to mrek
  12. Title. Save game attached. No option to explain that there is a loan limit, player acts as if the manager has cancelled the loan deal.
  13. Croatian players should always automatically be fluent in Serbian, Bosnian and Montenegrin, and at least basic in Slovenian and Macedonian. Same goes the other way. Now my semi-pro club has to waste precious 6.5k to fund the course Save attached.
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