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Keyzer Soze

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Posts posted by Keyzer Soze

  1. 17 hours ago, Marc Vaughan said:

    I can't go into the business decisions (as that isn't my area), but from a developer perspective I can indicate that making products for Android is very challenging in comparison to most other platforms. This obviously factors into the expense of development and support for those products.

    A few reasons behind this:
    * Most platforms only have a few OS versions active (very few iOS users aren't running the latest version of the OS, a large amount of android users lag behind the latest versions).
    * Most platforms have a finite number of devices supported upon them - for instance on iOS there are a few dozen variants, on Xbox there are maybe a half-dozen. Android has literally thousands of devices which have to be supported. 
    * No 'central' OS. Android varies according to the region, manufacturer and device that it is being run upon. This means that code written for one handset might not work upon another handset which is nearly identical in nature. For example on FMM one of the challenges I've had in the past is detecting handsets from certain asian countries which have 8 processors, but only one which has any real 'grunt' behind it, if this is the case it is vital that the game is active within the right processor or the performance is subpar. Ascertaining each of these race conditions and the reasons behind them is incredibly challenging and time consuming because it is impossible for us to have every one of 20,000+ devices available in house. 

    I dont get the argument that for android the game must be tested for thousand of different devices.

    That could be true for FMM, but for FMT, since day one, there were a list, a very small list, of compatible devices, so in truth it's a similar situation in compare with IOS. Very few devices with very few OS versions. 

    So, the main reason should be a simple profit/loss situation. Perhaps with such a small amount of compatible devices, the number of users that have those devices and actually buy the game aren't enough to make the android version sustainable.

    I dont know the numbers of games boughts, but i'm sure the IOS numbers must be much higher than the Android numbers, and in the end of the day this is a business that need to make a profit.

     

    I was hoping, with the increase of Android deviced (tablets) beeing released in the past two years, and with the investment that some companies were making in the tablet market, the number of compatible devices could increase to a point that the global number of users buying the game for android could justify the release of FMT23 for android. Unfortunately that didn't happen. Perhaps next year....

  2. I'm still playing FMT21 in my android tablet and having fun.

    Of course it would be nice to have a save game with the transfers up  to date, but in any save after 4 or 5 seasons, that point doesn't matter anymore.

    I have no intentions of buying FM23 because i dont have the time to play the full fat version.

     

    I agree with the others users that doubt that FMT will return to Android/IOS tablets. It's not usual for companies to go back in these kind of decisions.

    But, by looking at the FMT foruns, it seems that the path they choose didn't bring more players for the touch version.... but i could be wrong.

  3. 26 minutes ago, andrewsgn said:

    I actually think the HB works OK in the left/right DM slots. They still drop in between the centre backs from a side DM position, much like they do when played centrally. The only issue I've encountered playing 2 DM's is IWBs will not cut inside properly. 

    Yeah 

    I've notice this too. 

    IWB won't cut inside I this formation. 

    Something that I think should work 

    For example, playing with a VOL(a), when he goes forward, the IWB should cut inside to occupied that space. 

  4. 7 hours ago, Johnny Ace said:

    I think RMT looks a little broken, the right CD is forming a partnership with the IF? :lol:

    I don't think you can have a Half-back in the left DM slot? Well, you might be able to but the idea is he drops in-between the centre backs so having a HB dead centre makes the most sense (in my FM brain anyway)

    I don't think an IF(A) and AF(A) makes sense, that's two of the most attacking roles in the game, it's like playing a 4-4-2 with two number 9's. I think an IF(S) here is just fine

    I guess it makes logical sense to switch the AMC to AMLC, it's something a bit different so you might have to run it and have a look for yourself but I think the AP(S) will be deep enough not to block any of the IF's movement 

    The IF(A), Wingback and Volante probably, Wings backs get forward, so do Volantes. The IF(A) like I said, he's pretty much a wide striker eg think Salah I'd probably change the HB to a DM(D/S) and change the Wingbacks to Fullbacks depending on how the DM base is set. ie more stable DMs the more attacking fullbacks (the position, not the role) you can get away with 

    No, the Volante isn't a playmaker.  Playmakers in FM attract the ball, have more creative freedom and take more risks( passes into space), a Volante does none of those. Think of the Volante as a deep Box to Box midfielder 

    Completely up to you, if the player has the ability, absolutely :thup: 

    Your TI's looks fine, just watch a few games with them and see if it plays out like you want

     

    ETA: 4-2-3-1 DM is a great formation to use in FM

    I'd base something similar, like this

     

                           AF(A)

    W(S)               AP(S)              IF(S)

                  VOL(S)         DM(D)

    FB(S)      CD(D)          CD(D)  WB(A) 

    The Volante then has the freedom to explore that channel inbetween the Winger and AP. The FB(S) is then more conservative on the left, the WB(A) on the right has a bit more licence to attack because of the DM on that side of the pitch and can overlap the IF. The AF then gets plenty of support he's being fed chances from every angle. It's pretty flexible DM(S)/ WB(S) on the right, the Volante could be on Attack or the Fullback could be on Attack on the left

    Seeing as you mention the Enganche, I was playing around with one in 4-2-3-1 DM toward the end of the FM21 

    Something like this

     

                            CF(A)

    W(S)                ENG(S)             IF(S)

                 VOL(A)            DM(S)

    FB(S)     CD(D)             CD(D)      FB(A)

    I need to have a play in FM22 with it, problem is finding teams with the suitable players :lol:

    @Johnny Ace

    Thank you for the time and detail explanation. 

    I understand your point regarding the two forwards, AF+IF, both with attack dutie, but if I change the IF to a support dutie I'll get all players in the AM strata with a support dutie, leaving just the AF to actually attack the box. 

    I also appreciate the point about the HB, when is playing ahead of the CD. 

    So, I've change a bit my formation. I want to keep two guys with attack dutie upfront, so I end up with this:

                               DLF(a) 

                  W(s)       AP(s)       IW(a) 

                      DM(d)     VOL(s) 

            WB(a)   CD(d)    CD(d)     FB(s) 

                                 SK(s) 

    I think the VOL+IW combo  can work well in the right side, with a more conservative FB(s) providing the cover. 

    About the player instructions to the VOL, atm I don't have a player that gives me 100% to that role. Playing with Samaris, from Benfica. He has the right mental and physical attributes, but lack the right technical ones. So for now I'll leave with the default instructions. 

    So far, this tactic, is working well. 8 games, 8 wins, 18 goals for, 5 against. Good win against Marseille win the champions league. I'm playing with Benfica. Curious to know how this will work against the top sides in the Portuguese league (Porto and Sporting). 

     

  5. Hi,

    Just a little introduction to the reason of the this thread.

    I've been playing the game since the old CM times, and i think, from what i can recall, i've always play with some kind of formation: 4123 DM Wide.

    Some years i could go with the variation with the flat 3 in the midfield, or with the wingbacks playing in the DM strata, but it was always around that idea of 4 in the back, 3 in the middle and 3 guys in front.

    With the years passing by, and with me skipping FM22, things got a little boring so, why not trying a different formation.

    Endend up messing around the 4231 DM Wide. Saw threads from @Cleon and @crusadertsar, a lot of videos from @Rashidi, saw the descriptions from players roles that i never used, like the Segundo Volante, the Engache, even go to the rate my tactic site to see how my ideas would work on paper (not very well by the way), and.... end up with a tactic and so many doubts...

     

    image.png.8064ecf731e324279c554984921b1550.png

     

    The basic idea behind the players roles and duties is, in attack, having a main creator (AP) to make trough passes for the AF and the IF, with the Volante arriving late. The attacking width is provided by the Winger+Wingback on the life and by the wingback on the right, while the HB provided the defensive cover.

    In defense, i want to take advantage of having 4 guys in front, so i think it makes sense to press high, with instructions to counter-press and to counter attack.

    To obtain these, i've went with these team instructions:

    Mentality: Balance/Positive (depending on the opponent)

    In Possession: Play Out Of Defense, Whipped Crosses

    In Transition: Distribute Quickly, Counter, Counter-Press

    Out of Possession: Higher D-Line, Higher LOE, Press More

    I also added some instructions to the AP(s): More direct passes, dribble more, roam from position. Like i said i what him to drift around the pitch and make some killer passes to the AF and IF.

     

    I don't have many skills, and knowledge, in terms of analysing the game and what i see in the pitch, so some doubts come to my mind:

    1) Does it make sence to push the AP more to the left? The idea was for him to make more space for the forwards runs from the right IF. 

    2) Does these players roles/duties go well with the team instructions? According with the rate my tactic site, this tactic has a low support and solidity score on the right side. Why?

    3) Is the Segundo Volante also a kind of a playmaker, and if so, should a choose another role for the AP? Perhaps a AMC(s)?

    4) Should i give the instruction to dribble more and take more risks to the Segundo Volante?

    Thank you in advanced.

  6. 3 hours ago, Robson 07 said:

    Consider that IF as a striker and the IW more as no.10 from the half-space.  Then ask yourself how much width you have on the left and if either get in the way of the advanced playmaker or even the advanced forward.

    The winger on the right, as you state, is operating nicely as he has own defined position.  Over on the other side the roles aren't optimal.

    Can you give me any suggestion for the left side? 

  7. 21 minutes ago, crusadertsar said:

    My question to you is simple why do player ratings matter to you? Is your wide player contributing with passes or goals? If yes then why does his rating matter? Also how are you doing in the league compared to your predicted position? Are you winning matches? 

    Thks for the reply.

    I'm winning. Top of the league, but the player is not contributing at all. No passes, no goals.

    I understand what you are trying to say... if its working as a team, why change it.

    But perhaps it could work even better, right?

  8. Hi, 

    Need some help to understand this.

    Like the title says, i don't understand why my IF/IW is always the position (no matter the player) with the lowest average rating in my team.

    This is the setup

     

    Balance mentality

    Instructions: POOD, Higher D-Line, Press More

    AF(a)

    IF/IW(s)                                     w(s)

    AP(s)             CM(a)

    DM(d)

    WB(s)       CD(d)      CD(d)       WB(s)

    SK(s)

    That left attacking position it's the only one where i have players with a average rating bellow 7. He doesn't score much (for example the players that i use as right wingers score more), and he also don't assist.

    I've tried playing there with Tiago Almada (the argentinian wonderkid) and Rafa (from Benfica),and both failed.

    I've try changing the left WB to attack.... but it didn't improve. Change the AF(a) to a DLF(a)... didn't improve.

    Is it because of the AP(s) next to him?

    Really need some ideas here.

  9. I'm fine staying with FMT21 for android .

    In fact i bought FMT21 for android and PC, so that i could create a file with more than 3 nations.

    Currently playing a save in my android tablet with 8 nations, working without issues.

    So, despite the lack of transfers uptades, i think that i can keep playing FMT21 for many years. And theres also the option to use "fake players names" when in 2 or 3 years i'm bored with playing with all the sames players names.

  10. 3 hours ago, shirajzl said:

    I think we did care and we were fully aware what was happening (subconsciously if nothing else), but didn't want to admit it to ourselves.

    Once upon a time, for example during FMC 15, this subforum was alive and vibrant, people posting about their games etc. We even had a dedicated Pentagon Challenge on its own!

    The fact us users rarely posted in recent years had me worried, coupled with the fact you had to wait for days to get a response from SI guys here. I won't even mention the fact updates for FMT were always late (compared to full FM) and we had no prior info on it, no beta or anything.

    Actually I think it was the other way round. 

    With time SI staff stop interacting in FMT threads and i think that took many users (like me) to stop posting, or looking for information in these thread and instead looking in the FM threads. 

  11. 1 hour ago, TheGhostofPaulLambert said:

    Big fan of this. Looks very similar to a shape I'm trying to out together on my Villa save.

     

    How you finding it on positive? I only ask as there's an excellent Cleon thread about the 4231 DM where he talks about how he'd go no higher than Balanced so I've been floating between both mentalities without coming up with an answer.

    I know that thread from @Cleon, and I also read it recently.

    I've try my tactic with a balanced mentality, and in fact I use balanced mentality against bigger teams like I said in my post, but for the large majority of the games, and because I play with a big team in Portugal, Ive came to the conclusion that positive mentality suits better the way I want to play. 

    In particularly the aggressive pressing from the front 4 players and the quick transition to attack work better imo with a positive mentality. 

  12. Hi,

    Congrats to @Silver Sweeper. Great OP and very good ideas.

    i took your ideas, in particulary the team instructions that you shared for the win against Hoffenheim and adapted to a new save i was playing, where i want to play with the 4231 DM Wide Formation.

    I end up with this:

     

    DLF(a)

    IW(s)        AMC(s)        IW(a)

    DM(d)        VOL(s)

    WB(a)    CD(d)    CD(co)    FB(s)

    G(d)

    Team Instructions:

    In Possession: Pass into space, POOD, Higher Tempo, Narrow

    In Transition: Take Short kicks, Distribute do centerbacks, counter, counter press

    Out of possession: Force opposition outside, higher D-Line, higher LOE, Extremely Urgent Pressing, Prevent GK Distribution.

     

    I also added some players Instructions:

    VOL(s): take more risk

    AMC(s): roam from position, take more risk

    I'm starting now second season, and the first went really well. Played with Benfica and won the league, league cup, and reach the portuguese cup final (lost to Porto). 

    In champions league, reached semi-finals (lost to Barcelona) winning against teams like Liverpool and Bayern.

     

    The changes i'm made were related with the F9-AMC change that i made. Because of that i've dediced to go a little bit wider to give a little more space for the wide players to cut in.

    But the basics elements are there: the high and urgent pressing, the counter press and quick attacks.

    Against bigger teams, i low mentality to standard, and drop the LOE to standard and the prevent gk distribution instruction. I also take the pass into space instructions if i'm seeing to many lost passes. Really solid in defence.

     

    For some reason, that i'm still trying to figure out, my right FB(s) and my left IW(s) are always the players with lower ratings. Any idea why?

    Anyway, it's been a very good save. Thank you for the inspiration!

     

     

  13. 18 minutes ago, Loren1983 said:

    Sorry, but I disagree.
    It is clear that everything you say is true and improves the flow of the day to day, but even so it is making it very difficult for me to get used to the main game (FM). I'm really trying but I can't. The experiencie is VERY different from FMT.
    Yesterday I ended up playing FMT21 again.

    @rafaelbenitez The same happens to me.
    I don't like to leave those tasks to the AI because I know how it works.
    I have all the staff recruitment tasks delegated. Yesterday, despite having many scouts, I get the message that another one has been hired. I look his profile and I find his attributes are too low for the club level. :thdn:
    To be like this I prefer not to have any of that stuff. Two posibilities: take it and get tired of the game soon or I delegate it to the AI and see these things happen.

    I wish they had kept FMT as a game mode within FM at least...

    All my hopes are pinned on FM XBOX Edition.

    To be honest, in FMT you leave those tasks to the AI. It's the same thing.

  14. 9 hours ago, grade said:

    No, we are simply talking. :)

    You raised a valid point. I for one believe if a product looses money for company, it should be cut... unless that product is only product you produce, then you try to fix it or you go bankrupt.

    But, my point is, this is important point. How can FMT/Classic, loose any money, if this game mode on Steam, for 9 straight years, was always offered for free with the main game - FM? I mean of those 9 years, 3 of them (2012-2015) you could only choose this game mode, via FM main screen options. Even after that, with FMT becoming independent from FM, FMT was still being offer for free when you bought FM?

    If you offer this game mode with FM on Steam, one can assume that the cost of making FMT was part of the cost making FM, like much the editor and in-game editor are.

    As for FMT for the iPad/tablet, is bit different story.

    And on top of that, in recent years FMT became almost a "FM without a couple of features". There wasn't, if i recall, any specific new feature developed for FMT. So i assume, i could be wrong, that the FMT cost, at least for PC, must be very low when compare with the revenues.

    As for the IOS/Android version, its a completely different ball game. Altough i only play FMT in a tablet android, i can understand more the decision if the revenues aren't giving what SI expected.

  15. 4 hours ago, FelixLeon said:

    It's weird how they were like "FMT isn't going anywhere" then announce FMT will no longer be on PC, Android etc, but they have time to make a FMT for Switch (last year's edition was awful, limited updates vs the other FMT editions, no cross saves but limited to 3 nations, no unlockables, poor match engine) FM mobile would have been a far better release on the Switch. I won't be buying FM22 as I just don't have time anymore for the full in depth game....for years I've been buying FMT on steam n then Android.

    Agree with you about the choice for Nintendo switch. 

    It would make more sense if they go with the mobile version instead of the touch version. Curious to know the selling numbers from Last year, but if are keeping with it, then the numbers must have been good. 

  16. OK, 

    But in the end of the day I can't imagine SI dropping FMT for tablets if the game was lucrative. 

    Só despite the sales numbers, in the end of the year they were probably loosing money or not gaining what they expected. 

    I do agree that FMT is, probably, played by older players with less time to play but the numbers they showed are overwhelming and there's a huge difference, to my surprise, between the playing hours of FM and FMT. 

  17. 2 minutes ago, Neil Brock said:

    You don't buy the game in addition to the subscription. The entire library of Game Pass would be available to you upon subscription (that are compatible with your device/system). 

    Ok, thks @Neil Brock,

    But still, for someone that only plays FMT in a Android Tablet, going from 20€ (i think that was the cost for the android version) to 110€/year is a huge difference.

    And on top of that, i'll lose the mobilbity that the tablet would give me.

    I understant SI position, but to be honest i don't think that the alternatives that are presented are appealing, at least for me.

  18. 32 minutes ago, tyro said:

    So, since I don't have an Xbox and never used that Gamepass I looked it up to understand that option and maybe give a quick understanding for others here.

    For me,

    1) the Xbox version of the game through the Microsoft Store would cost EUR 39.99.

    2) the Gamepass for PC only would cost EUR 1 for the first month and thereafter EUR 9.99. The ultimate Gamepass (I assume that is for both PC and Console) costs EUR 12.99 per month.

    Perhaps someone who uses Gamepass can clarify if you play the game for 2 months, then decide, I don't have time and cancel the subscription and then 5 months later again subscribe if you keep the game saves (will it download to your PC folder as the Steam version does?).

    Also, since I did not play the Xbox version, I am not sure if the experience is more akin to the Switch/Tablet version or more close to the FMT on PC or something in between?

     

    So, let's say you only play FMT in PC.

    The cost, per year, would be 1€+9.99€x11... plus the price of the game (39.99)? So.... €150.88 :herman:

  19. This decision, and in particulary regarding the end of the android/ios version, just seems to me a little bit strange in the timming.

    If they took this path 2 years ago, i would find it much more reasonable, because the tablet market, in particulary the android tablet, was dead.

    But this year, we have seen many high-end tablets arriving to the market, at a very interesting price, like the new Xiaomi, or the Lenovo Padpro, that could give acess to the game to more players.

  20. 6 minutes ago, grade said:

    This is nothing personal against you or any other user here.

    BUT WHAT HONESTY?

    Seriously, what kind of honesty are we talking about? The one who spent years saying that they are committed to FMT, when users clearly stated the demise of FMT last year, or the year previous of that one or the one before. Or the honesty saying that they want to bring the editor to FMT for the last 9 years, as they were expecting for the technology to catch up? What is the exactly the honesty are we talking about?

     

    Look, I understand your frustration, because I'm feeling too. 

    When I say that the communicate from Miles is honest, it's because I think that they could claim many excuses to stop with FMT. But no, they were clear by saying that its a simple equation of money spend making the game vs money received selling the game. 

    I'm just talking about today's communicate, simple as that. 

    I imagine that FMT, like the mobile game, are side projects that were released with the assumption that they could get enough profits to continue their development. It seems that FMT, at least for the Android, IOS and PC doesn't sell enough. 

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