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rrreee3

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24 "Frankly, my dear, I don't give a damn"

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  1. It is though.. Tweaks to how players are scouted that will ensure more Recommendations and Near Matches are generated in Recruitment Focuses
  2. I only ever go as far down as comprehensive, nowadays i play extended though. Mad respect for you to be able to sit through whole 90min of a single match, i'd be fuming if i have to play that slow
  3. I actually think FM24's ME isn't as bad as ppl make it to be. Yeah there's issues, but the criticisms and slanders in general overblow the negatives. Also i'm waiting for the final major patch (should be 24.4.x at summer) before passing judgement on the ME
  4. Personally, FM15 is still the best ME so far. Complaints about ME are rare for FM15, if there's even any. FM20 is also not bad, just slightly worse than FM15 but still good overall.
  5. I disagree with the subscription model tbh, i would like to own the game even though it's not on the store anymore. I don't think the subscription model allows that. IN MY OPINION The problem of FM development at least over the past few years is a lot less towards the monetization system but a lot more towards the long-term direction of the development. Since at least a couple FM series ago the game has had many new features but the existing features almost didn't or didn't get any improvements. The set piece setup system in FM24 should be in the game as late as FM22, if not earlier. Same bugs appearing every FM game iteration is also a big pain point for players. There's a lot of variety on feedback, rants, criticisms around what's bad and what can be improved about the game, but i think a majority of more seasoned players can agree that the game would benefit a lot from better launch state (less bugs, less issues, decent UX, etc) and more improvements in existing features and less new features. Examples for potential existing features to be improved are data presentations in data hubs, loan managers function, data analyst reports (they're really bad presentation-wise compared to scout reports and can be safely ignored), recent matches analysis at tactics screen (it doesn't help player setup tactic in any way). There's probably a lot more but that's what i can think of on top of my head. If SI can just do at least one of those (better launch state or improvements in existing features), a lot of frustrated players will be happier to play and pay for the game regardless of the monetization system.
  6. What do the devs think about feedbacks about high scoring games being more frequent in FM24, is it a problem? If yes, then what's the explanation?
  7. Hello, after reading almost a dozen most recent pages of this topic. I'm very interested in the feedbacks about "attributes don't matter" and the goalkeeper scoring while being an Advanced Forward. Is there any chance that players performance are buffed by the improvement of ME specifically on positional play regardless of their mental attributes quality and etc etc that affects player performance? From what i've read from the blog i linked earlier it seems like it only improves attacking movement performance because the blog only talks about attacking play which i guess also explains the high scoring games in FM24 compared to FM23? I would like to know what the devs think about this, thanks for reading!
  8. It's a great move, they almost didn't add anything new to the game and focus on fixing the swarm of bugs and glitches that's been plaguing the game for years. This way the workflow of FM25 will be easier and faster because they can worry less about adding new features that could potentially break old features. It comes with a short-term drought of new features but in the long run this decision could be pivotal for the game dev process
  9. Well yeah, but UI changes are things that can be done easily/much easier than graphics because it's not as engine-dependent. While graphical improvements are more like "well since we have a better engine, we can do this,this, and this for the game's graphics that we can't do previously because of the previous engine's limitations"
  10. I bet the new Unity Engine switch decision is mostly for graphical features introduction, UI/UX development wise little to nothing will change Edit: Also although Unity has more capabilities for bigger scale game development, the engine now is famous for being bloated (very long loading time and very heavy processing load for no good reason) and very unstable/buggy in certain areas of it's engine, i hope the devs won't groan about it later
  11. Some non-regen PAs already fluctuate within a certain range, idk about newgen's PA but if it's static then yeah it should be dynamic ig About visuals i don't think the visuals are necessarily bad in terms of aesthetics, although i do agree it could definitely be better. I believe the main reason that the game felt visually poor right now is the amount of information that been presented to the player's inbox or somewhere else but it doesn't provide any significant insight to the player. This is most likely the reason why i don't find data hub useful. Despite data hubs addition, i still need to navigate through dozens of screens just to get all the statistic i want to find. I want the summary of all the statistics to be spoon fed to me, preferably my inbox. It's football manager, not football data analyst. I don't want to be forced to analyze the data, although i'll do it if i don't trust the data analysts' reports I think storytelling isn't what the game needs right now, there's so many things that requires more urgency than storytelling
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