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Proz

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

Currently Managing

  • Currently Managing
    Unemployed
  1. Yes, but the budget as in the start of the game is the same I think, because it is dictated by the financial data in the editor. So for instance: Transfer budget 80 M Salary budget 20 M - with original you start the with team of February 2024 - with realistic you start with team of September 2023 and I think that already set transfers will have an impact on budget for transfers and salaries - with your reality you start with team of September 2023 If let's say, the team you're managing IRL life bought a player who cost 60 M and earns 10 M per year: - with original you got it for free, basically, since you have your budgets intact - with real life you get a drop in February, when the transfer happens - with your reality you have same budget as original...but without the player
  2. I like very much this new feature, however I would like to understand if and how are changing the budget for transfers and salaries if you choose the option "your world". For instance, if IRL the club you are managing bought a player costing 100M and you would have him on your team if you use "original", then will you have these money available as budget if you start with "your world"?
  3. I have a question about the famous players for each nation. I would like to know how the numbers (a rating from 1 to 20) translate in the behavior of the feature in game. During the game, the young players are compared to some player of the past: for instance a great offensive midfielder from Italy could be described as "player similar to Roberto Baggio". It is not clear to me how the numbers are affecting this feature.
  4. In my opinion the issue has two different solutions strictly related to the causes of the issue: - the playing style are "ready" for the player, IMHO the best way to implement different "difficult levels" could be to have the same game for everyone, but for advanced users willing to have it, the possibility to go deep with tactic design. Now you click on Gegenpress and you have your players pressing in a certain way, as default, if the triggers of pressing, attacking movements without ball etc should be closed by ourselves instead, the game would become immediately more deep and challenging. This is just an example. - for the particular case, it could help also a fine tuning of the weight of physical attributes vs weight of mental and technical attributes. With a perfect balance, every playing style would have its pros and cons.
  5. In your opinion which things are better and which are worst?
  6. I played every iteration from Scudetto 4 (Championship Manager 2004) to FM 2022, then I played only 2023 and 2024 demos. From the demo of FM24 I see a nice improvement of graphics and match introduction, however I have two huge doubts: - Squad management is still so annoying also after latest patch? I read a lot of users complaining about how bad are interactions between manager and players, is it that annoying and without logic? - Gegenpress overpowered: does it means that it does feel like cheating or is it more a tendency but you still have chance to do better using other playing stiles with a well thought distribution of roles etc?
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