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jp1742

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3 "What we've got here is a failure to communicate"

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  1. Yes that fixed it! Thank you so much, that was driving me crazy!
  2. Hi, has anyone been able to sort scouter players or players on player search by clicking the header? Last year, clicking current ability for example would sort the players by the current ability value. Nothing happens on this years version when I click a header in those screens. I’m using iOS, not sure if that makes a difference and have loaded a couple different saves and had no resolution. Is this something other people or seeing or have been able to solve if possible?
  3. Another great improvement would be the ability to sort by formation when doing a staff search! This would make it easier to find coaches that match my teams formation style.
  4. Thanks for countering those points and explaining where you are coming from or where you want to take the game! It's a fantastic end product already, the many hours I've sunk into several saves validates that. Looking forward to what FMM23 brings!
  5. I apologize if some of this has already been mentioned in this thread as I have not read all 5 pages. I posted this on FMM Vibe and had good feedback (specifically on points 2 and 4) and I'd like to see what others think closer to the development of the game. 1.) More contract structure options. Such as offering to pay a certain percentage of wages if trying to sell a player with a bloated contract, offering performance bonuses when signing, and offering transfer fee's in installments. Also, offering a player out for an unspecified fee just to gauge interest. 2.) A reworked game engine that allows other styles of play to be successful. I always wind up pressing high with trying to control possession. Some top teams in the current game(Conte teams, Mourinho teams, Real Madrid in last years Champions League knockout rounds) primarily attack through soaking up pressure, drawing the other team out of position and countering. Counter attacking football isn't just for teams hoping for a draw and trying to steal a point to avoid relegation. Maybe it's just my training, attributes I favor, or the players I buy, but has anyone been able to play with a focus on countering and have high league or cup success? 3.) With at least a gold rated coach, I believe you should be able to train player traits for a player such as strengthening their weak foot, playing one-two's, or playing killer balls. 4.) Player roles on the tactics screen. Such as putting a CM on attack, support, or defend. Those designations make a CM play complete different and provides new levels of your attack or defense. I think I've read in the past that the reason this is excluded is because some positions are more attacking or defensive by default. For example, a BWM is a defensive CM. But a BWM from the description, leaves his position to close down on the ball. What if in a 3 man CM, I want the two outside CM's to bomb forward, while the CM in the middle plays more defensively, but not chasing ball carriers so the center of the park is more covered while the attackers retreat? Similar to an DM-A, but higher up the pitch. Maybe that's the DLP role and I'm misunderstanding that role. Also, adding in the computer version FM roles like Mezzala or Wide Center Back to enhance options in controlling the width of a game. Actually now that I'm thinking about it, will a Libero on the outside of a back 3 act similar to a WCB? I might have to try that out. 5.) The change I'd be most excited about is to have a "Pick rotated squad" button similar to what is in the computer version of FM. I tend to alternated between saving an A and B team in my selections or clearing the team and selecting "pick team." Creating A & B teams becomes a pain if several players are out for injury and I need to swap them every game or resave a selection, but it is my preferred way so I can rotate properly with players I want in my first team and second team. The clear and pick team will sometimes select players I'd rather have off the bench as starters or put someone in a position where I'd rather them play elsewhere. I know it sounds like a small thing, but for a mobile game where I usually like to pick it up and play for 15 minutes at a time or so, spending 5 of those minutes creating several selections becomes tedious. Let me know what you think! I'm not a developer, so I cannot anticipate the challenges these changes may bring, fully open to disagreement, but these would enhance my enjoyment of the game.
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