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shirajzl

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Posts posted by shirajzl

  1. On 25/11/2020 at 20:01, Keyzer Soze said:

    Just be patience,

    I'm sure news will arrive soon, and it will be great news....

    - Editor

    - Possibility to use ddt files

    - increase the nation limit for android/ios tablets (5 nations at least)

    - increase the years limit in the save (50 years)

    - Possibility to view full match in android/ios tablets

    - squad registration for european cups

    - Possibility to have more than one manager per save

     

    Just wait a little bit more.... i can almost taste it! :D

    I'd be willing to bet good money none of the things you listed will be included in FMT 21.

  2. 17 hours ago, grade said:

    To be fair, last year and the years before that, the PC and Mac platform we had the right to play Beta along side the big brother FM. This year was different due to Pandemic (what SI officially told).

    snip

    On top of all that you said, what has been worrying me for 2-3 years now is that FMT gets updates and bug fixes much later than full FM. So, when something major doesn't work, you can't really expect a hotfix.

    I remember a few years ago "continue time-out" feature wasn't working properly, which is a major thing (for me, at least), and it wasn't fixed for 2 months. There are other examples like that, which is why I dread buying it again.

    The FMT crowd is not big enough and when we shout our woes, it fizzles out quickly and quietly.  Not to mention that actual PC/MAC players of FMT seem to number a few dozen people (I know it's not an actual number, but it feels like it).

  3. I doubt they regret it as such, but their focus for FMT is quite clearly on tablets, XBOX etc. Everything apart from PC/MAC crowd. Which could be quite small in fact, and maybe a reason for all of this.

    I've noticed so many times people refuse to play FMT because it's beneath them, and yet delegate everything you can to the assistant in full FM, while the stuff you can't delegate they learn to live with, but they never stop despising it. They'd do anything but stoop to playing FMT.

  4. I've been playing exclusively FMT since 2015 (when it was still called FMC), and I've noticed SI seem to care less and less about it as years go by. There is fewer and fewer information in pre-release period. bug fixes and updates come slower and slower...the whole thing just seems like an after thought for SI.

    This subforum reflects it as well, with fewer and fewer topics, posts, etc. More and more of our questions are met with standardized replies by SI staff and mods.

    I could be wrong, of course, but I remember the time when we had actual FMT screenshots and features to be included in pre-release period, not to mention busy threads on our saves here, like Pentagon challenge etc.

  5. 36 minutes ago, RBKalle said:

    All the fancy roles, the new ideas and the (long overdue) WB/WOB scenario are still kinda useless, or even counterproductive, if we still have narrow formations yielding a ridiculous amount of crosses and wide play, direct styles and instructions still generating way too much dwelling on the ball and backtracking, possession-based strategies still creating awful hoofball and so on.

     

    That's always been a huge problem from general gaming point of view. You see clearly labeled options on the screen, you click them and the output you get is something entirely different. You're immediately baffled and don't know where to even begin to figure out how and why. 

    Frankly, if something like that is present in other complicated games like PDX grand strategies, it would be considered bugs and broken features. The label says A, you click it expecting A to happen, but B happens instead. Now, experienced FM players know that there are C,D,E and F aspects to consider, but the game never says so, it never presents to you any of it.

  6. 20 hours ago, tyro said:

    No Dynamics. No team-talks. No 500 staff. These last two is why setting everything up takes so long. Oh and scouting.

    Exactly that. I wouldn't mind player/squad interaction if it was done properly, but in my opinion it's horribly flawed, so limiting, so many times you don't have a logical response available, so many times players react like 12 year old girls, it's infuriatingly bad.

    Media interaction is pointless busy work akin to collectibles you have in modern RPG games and such which only serve to pad out game time. 90% of people eventually delegate them to the assistant, at which point it's even more pointless.

    I don't even want to comment on sorting out "500 staff" in pre-season, it's mind numbing beyond belief.

    However, FMT is still considered a Farmville of football management, something super casual, not to be taken as seriously as full FM. That's why we see that a lot of people feel it's beneath them, even though FMT seems like a perfect fit for their preferred style of play. I've seen that SO MANY times it makes me sad.

  7. 4 hours ago, Svenc said:

    I'm surprised how few have voted for the download so far. Then again, if you'd conduct this on FMBase or FMScout say, things may look a little different. 
     

    You explained it right there. This site frowns upon downloads (despite that section being very lively), so when someone says he has problems after a new patch with this tactic he downloaded, everyone jumps at him to point out those tactic are based on exploits which are probably patched, everyone is pointed to the tactical forum for help, there are a few smug replies etc. If you posed the same question on FM Base et al, you'd get suggested other downloadable tactics, the author of that particular tactics might say he's tweaking it for the new patch etc. In other words, it's an entirely different discussion.

    What's more, vast majority of people I know who play FM just download one of the highly rated tactics and never read, let alone post anything on such forums, just a classic hit and run. If you included those in a poll, the results might be even more different.

  8. I'd like to address one thing I see pop up frequently here. People want more options to manage squad morale (i.e. some of the bloat from the full game) because you can't talk to your unhappy striker etc., but you really don't need to do anything and you can freely ignore player morale. I've never seen a difference in performance from unhappy players. Yes, you see a scary red downward arrow and he might show as "playing nervously" during a match, but his long-term performance is never seriously hampered.

    I've been playing Classic/Touch version for a few years now and I honestly, literally ignore squad morale.

  9. On 17/08/2019 at 18:54, RBKalle said:

     

    It's been shown time and again how FM lingo doesn't really mean what the equivalent word means in real life. Many users have been making silly mistakes because the ME has its own peculiar interpretation of roles, positions, duties, instructions...

    This is really crucial in my opinion and, unfortunately, often neglected. Even when you read tactical guides from local gurus, you see things like "if you pick instruction X, it will do what it says on the tin ONLY if condition A,B,Y and/or Z are satisfied". That's mighty confusing and there's no way to get that information unless you're ready to power through countless pages and videos. Even then, not everything will be covered because there are so many knock-on effects it's impossible to list them.

    When you set your player to "shoot less often" and 5 mins later he takes a ridiculous long shot with loads of passing options around him, the game collapses for an average player. There are so many reasons within the ME as to why that could happen, but you're told none of them and you're only left with the fact that your tactical input didn't get the expected output.

  10. 9 minutes ago, RBKalle said:

    Then again, a happy medium could be feasible.

    Feasible, yes, but very, very difficult. The two extremes we're talking about are so far apart that a "happy" medium would be like a compromise in marriage; no one is really happy. :)

    Think about it. On one hand, we have hard core fans who play literally hundreds, if not thousands of hours of FM every iteration, trying out all sorts of tactics, leagues, clubs, challenges...On the other hand, we have an average gamer who buys FM, spends 30 hours playing it with a downloaded tactic, wins everything with Man Utd and leaves the game until next year, perfectly pleased with the whole experience, value for money and all.

  11. These kind of discussions always come down to the business aspect of things. Gaming is industry, business lead for profit, which I think we often forget.

    If early CMs were realistic affairs where you needed 30 years to get from Conference to PL or if you took a mid-table club and had to spend 10 years in mid-table before maybe getting a UEFA Cup spot, this franchise would be, quite bluntly, dead. Games need to be accessible and at least somewhat easy to be fun, and fun for a lot of people simply means winning.

    Fixing intricate things in the game OP mentioned also pose an unnecessary risk for SI as a company. We know the old "SI don't have competition, they're lazy and don't care about improving the game". No, I honestly think they care a great deal, it's just that trying to fix some core issues would likely lead to the need of a big overhaul and a few shaky releases before things settle properly. Why would they risk it? Sales number are great every year, people who are interested in the game generally like it, so why plunge yourself in such a risk? That's not prudent in any aspect of life, let alone in business.

  12. I'm afraid you're lucky if you get proper answers to your questions. Just look at the state of this subforum and it paints a clear picture. :( FMT right now is like a neglected child of the family, told to sit in the corner and shut up.

    Anyway, I'd help if I'd bought FMT 19 but a long term '18 save and, frankly, a poor user feedback for FMT 19 prevented me from buying the newest iteration. What I do know from FMT 18 is that the ME is horribly optimized, graphically speaking. I had a PC capable of running new AAA games with insanely good graphics on ultra settings, and yet I had to run FMT 18 ME on medium settings just to get a framerate which didn't make me physically sick after a while from all the stutter.

  13. 1 minute ago, Lucas said:

    But the flipside is you're reducing the game to battle card mechanics, and you lose a lot of depth in doing so. It would get simple and boring fast :D 

    It can be confusing I can understand that, but it's a simulation, not really a pick up and play experience. There needs to be some variation and not have it to be a robotic experience otherwise you quickly end up with an experience where you win every single game because you've found the right combination and the game responds in the same way every single time.

    Hopefully the tutorials go a way to helping people with tactics and make things easier, while still offering the complexity and depth for people to create their own philosophies.

    Yes, balance is one of the most difficult things to achieve in life, whether we talk FM tactics or how much junk food and alcohol you can stuff down your throat without damaging yourself long term. :D

  14. 1 minute ago, Lucas said:

    Miss the days when things like this just came down to user's problem solving skills. I don't think the tactics is that difficult to understand & use, once you grasp some of the concepts that are not exactly plain english to understand.

    I partially agree. In theory you're right, but sometimes you pick instructions according to their in-game descriptions hoping to play one way, only to see something entirely different on the pitch. Then you go to forums for help only to find out that your instructions are fine, but only if you couple them with A, which ties into B, with a knock-on effect on C. It can be very baffling, especially for an average player.

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