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Semi-Official FMM Wish List


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The assistant manager should warn me when a player is one game away from a yellow card accumulation suspension in any competition.  I know there is a flag for it in the game but it is not shown on any screen that is most often accessed in week-to-week gameplay.  

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  • 3 weeks later...

When a player is injured, the board blocks the transfer due to a failed medical.  A clearer message as to why a player failed the medical would be nice.

Along the same lines of more clarity, if a player is unhappy with training, an assistant coach should be able to tell me more information on what exactly is making him unhappy.  I may have mentioned this before already but it's one of the more frustrating aspects of managing a team.

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On 11/21/2016 at 13:33, veerus said:

The assistant manager should warn me when a player is one game away from a yellow card accumulation suspension in any competition.  I know there is a flag for it in the game but it is not shown on any screen that is most often accessed in week-to-week gameplay.  

I see this is done in FMM 2017 in a pretty clever way.  Kudos.

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1. Player Kit Number for human only (so we wont see our winger wear number 6 and 9 in 4-4-2 formation. At least for a club that we managed. The AI/computer will get 1-11 as its now).

2. Freekick and Corner attribute in number.

Would love to hear more from SI team. 

Thanks.

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  • 3 weeks later...

Could anyone tell me please on what basis is the 'pick team' button assigning players to the team?  Is it fitness level?  If it is (as I suspect) it would be great to be able to 'pick team' using user-assigned other criteria. For example, having won the league with two games to spare, I'd like to be able to quickly 'pick team' by age (youngest first), or even pick team by average game rating..

 

thoughts?

 

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On 1/23/2017 at 19:12, jnicholls357 said:

Could anyone tell me please on what basis is the 'pick team' button assigning players to the team?  Is it fitness level?  If it is (as I suspect) it would be great to be able to 'pick team' using user-assigned other criteria. For example, having won the league with two games to spare, I'd like to be able to quickly 'pick team' by age (youngest first), or even pick team by average game rating..

 

thoughts?

 

I think it is a mix of everything but I agree, would be great if we could get options like FM where you can say rotational team or a youngster team.

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  • 3 weeks later...

On the mobile device...

i check the jobs list each day to see if a club has sacked their boss, it would be good to add a flag to clubs im interested in so that I get a note if they sack the current manager.

Even better to notify them of my interest in case that speeds up their decision!

 

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On the mobile device

i realise that technically this is unlikely; but I'd like to express a desire in adding or swapping the active leagues.

 

i really enjoy being the 'journey man', I like to start with the lesser known Eastern European leagues and work around and build up a reputation, eventually it would be good to remove Poland, for example, and open opportunities in Spain or Italy...

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Hi,

i did add these to the other thread but I'll stick them here just in case.

 

1. Add interest in a potential job

the ability to register interest in a club that has a manager in an insecure position. As i often miss jobs :(

 

2. Swap active leagues

at season end the ability to swap 1 league for another

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You shouldn't have to win lots of trophies to increase your reputation. I got Derby promoted from the Championship, and then established them as a solid Premier League team, taking them to a top half finish in 4 consecutive seasons. Despite this, my reputation was stuck on regional, right until I won the FA cup. I applied for multiple jobs with bigger clubs such as West Ham and Liverpool but didn't get any interest. Brendan Rodgers went to Liverpool after only one season in the Premier League with Swansea. That's ridiculous. The current situation in game is like a Manchester United fan not knowing who Sam Allerdyce is. 

Secondly, and I'm aware that SI regularity dismiss this request, but I want squad numbered in game, even if it's only for the player controlled team. And even if this isn't possible, atleast adjust the auto assigned numbers. My winger shouldn't be wearing #9 while my striker has #11 in a 4-2-3-1. In a 4-4-2, the winger ends up with #6, and I'm pretty sure one of the centre mids wears #9??! But really, if footedness doesn't cause 'unnecessary lag', why would squad numbers? I don't understand how a circle with a number on it can be so performance draining. Top eleven has squad numbers.

I'd second the request for the ability to swap leagues (I believe you can in the PC version?), and I also think we need to be able to delay joining a new team to the end of the season.

 

Edited by fish18ish
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  • 1 month later...

Couple of minor things:

Sometimes the message feed from a scout will say "<scout> believes <Player> would be a useful signing". When you go to the scout report, however, the assessment will read "<scout> believes that <player> would not be a worthwhile signing". I expect that the text should match. Really unsure why it doesn't.

I signed a youth player from Man Utd's academy and paid him a wage of £70 per week. The board kicked off about it being a poor signing and my rep with them took a hit. Young players are moved around all the time in big clubs for peanuts; I can't see why it would be such an issue. You should perhaps be able to designate the importance of a signing. Taking a punt on a youngster for £70 per week should not be an issue.

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4 hours ago, fm10 said:

Repeat again my wish : more graphics like kits if you puts just generic kits no more memory will be used. 

 

It would, licensed kits would be needed for clubs with a license, coding the images in would require space (no matter how small) - the issue with this is probably UI development too, each kit style (stripped etc...) would need a graphic and in FM that is upwards of 30.

 

All in all, any feature needs space, this one will require a lot of work and space.

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Instead of coming up with new features, I would just like the current game to be bug free.

  • The transfers, free transfers and contract system working as it should.
  • A more accurate match rating system.
  • A more realistic and dynamic manager reputation system.
  • A more realistic and dynamic club reputation system.
  • Realistic expectations and budget from the Board.

SI make a fantastic game but every year these issues crop up and it takes over six months to get anywhere near to putting them right.

Edited by Lillywhite Dean
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On 3/4/2017 at 19:13, Declan Barry said:

It would, licensed kits would be needed for clubs with a license, coding the images in would require space (no matter how small) - the issue with this is probably UI development too, each kit style (stripped etc...) would need a graphic and in FM that is upwards of 30.

 

All in all, any feature needs space, this one will require a lot of work and space.

For high level phone and tablet this isn't a trouble. Other games on phone and tablet have several graphic elements and they work very good. FMM has two 2d engine, why not two version for GUI?

I think that this feature and a new GUI is needable to FMM becouse it's unbelieveble to play with excel page on 2017.

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14 hours ago, fm10 said:

For high level phone and tablet this isn't a trouble. Other games on phone and tablet have several graphic elements and they work very good. FMM has two 2d engine, why not two version for GUI?

I think that this feature and a new GUI is needable to FMM becouse it's unbelieveble to play with excel page on 2017.

I'm not sure kits will do this. It may just be on one screen and push information to another.

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  1. I want a notification (! icon) any time there's a red message on a player's personal page - currently things like "slightly tired", "adjusting to team's playstyle" are not identified.
  2. More feedback at halftime from the assistant manager - it could be identical in format as the post-match report (good width, etc)
  3. More feedback from players/assistant manager about interaction options.  This especially applies to dealing with an unhappy player and having ZERO clue as to how to make him happy.
  4. Training system needs to be COMPLETELY ripped out and revamped.  It is ancient, inflexible, and counter-intuitive.  Each player should have their own training and it should NEVER make the player unhappy.  Unless you do something specifically AGAINST the player's wishes, then you should know that (see point #3).  One variant could be is to train a player by position you want him to play and training would improve the relevant stats to that position. 
  5. Injuries in training are WAY too common and need to be toned down.  If anything, increase the amount of in-match injuries as those are relatively common.  However, if training is fixed to not completely suck (since injuries are likely caused by intensive training, I'm sure, except there's no feedback so we never know what intensive training for a given player is), then this point likely won't be an issue.
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I agree training needs to be changed but the game is meant to be quick and it sounds like a grind setting every player individually. That is why the current system is good. It would be good if they just split attacking up to passing and shooting and defensive to defending and aerial.

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3 hours ago, Declan Barry said:

I agree training needs to be changed but the game is meant to be quick and it sounds like a grind setting every player individually. That is why the current system is good. It would be good if they just split attacking up to passing and shooting and defensive to defending and aerial.

I'm sorry but there's nothing good about the current training system.  It was always bad and became even worse this year with the increased unhappiness.  I understand and welcome the need to streamline the game but this is the case of it being done poorly.  We have a squad of 20-40 players and you're telling me that 5 possible training schedules is enough for them all? 

Setting it up individually per player should only happen once - into the position you want them to play - then it's not a grind and allows greater flexibility.  How often do you hear of players being unhappy in real life?  Maybe once per team, per season? (unless they're managed by Mourinho)

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2 hours ago, veerus said:

I'm sorry but there's nothing good about the current training system.  It was always bad and became even worse this year with the increased unhappiness.  I understand and welcome the need to streamline the game but this is the case of it being done poorly.  We have a squad of 20-40 players and you're telling me that 5 possible training schedules is enough for them all? 

Setting it up individually per player should only happen once - into the position you want them to play - then it's not a grind and allows greater flexibility.  How often do you hear of players being unhappy in real life?  Maybe once per team, per season? (unless they're managed by Mourinho)

I didn't mention the unhappiness as to be honest I haven't experienced it. I'm sure if it is mentioned a lot that can be tweaked, however it isn't a new feature.

 

I didn't say 5 training schedules was enough, we do need more options and a few splitting out but asking for each player to be on the same could be a big time sink. Unless there is a way you can bulk edit quickly I doubt they'd make a user go through and edit 30+ players' regimes.

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1 hour ago, Declan Barry said:

I doubt they'd make a user go through and edit 30+ players' regimes.

They already make us go through and edit 30+ players' regimes when we first set them up.  It's really not different from what I'm asking.  I just want to tell my players how I want them to train, get feedback right away on whether or not the player is ok with it (real life suggests ~95+% of the players are fully compliant) and then not worry about micromanaging it ever again.  This game is called Football Manager not Training Manager.  And under the current system (which became amplified even more with unhappiness in this year's version), I feel like I've spent more time dealing with training issues than I have working out tactics in last two releases.  In my current save, I signed 3 players in summer and two of them became unhappy by mid-September.  That is simply unacceptable.

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1 hour ago, veerus said:

They already make us go through and edit 30+ players' regimes when we first set them up.  It's really not different from what I'm asking.  I just want to tell my players how I want them to train, get feedback right away on whether or not the player is ok with it (real life suggests ~95+% of the players are fully compliant) and then not worry about micromanaging it ever again.  This game is called Football Manager not Training Manager.  And under the current system (which became amplified even more with unhappiness in this year's version), I feel like I've spent more time dealing with training issues than I have working out tactics in last two releases.  In my current save, I signed 3 players in summer and two of them became unhappy by mid-September.  That is simply unacceptable.

The thing is you can edit 30+ players but not micro-manage each one. I agree it would be nice to get more feedback (not straight away though, that's unrealistic unless assistant can advise that he feels it may be pushing the player too hard due to stamina/injury concerns). I also believe it'd be nice if you are missing a section then it would be good to say - "The strikers have had poor shooting recently so should focus on it" or "WInger 1 has the potential but needs to add passing to his game" or even "As a defender there should be more focus on Centre Back 1's Aerial training than there is at present".

 

The way I see it there should be an extension to 15 slots (1 for each first team player + spares) which would allow you to micro manage more but not excessively and have more pre-sets based on the following:

Attacking = Dribbling, Passing & Shooting (two sections)

Defending = Aerial & Tackling (two sections)

 

That would leave the choices to change...
Fitness

Motivation

Tactics

Passing

Shooting

Dribbling

Goalkeeping

Aerial

Tackling

 

Which gives a lot more freedom. Crossing goes into passing, aerial is a light mixture of strength and aerial ability, tackling has positioning, shooting has movement. Dribbling includes technique too.

 

This gives more of what you want, keeps the current system but refines it and allows more flexibility.

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Few more to add.

Make it easier for DLPs to get good ratings. Add regens faces at the nearest viable opportunity.

Make it easier to create possession tactics. A great big on/off button that says 'retain possession' would do fine.

Stop regens having silly traits. I have a poacher with 'plays with back to goal'. The ability to train traits would be cool.

Edited by fish18ish
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The old training system really has to go. It's the most frustrating experience when you can't tailor for every player in the squad because there are only 5 training tabs. Furthermore, I wish that training is no longer split into such broad categories like fitness, attacking, tactics, defending and morale. But split into more numerous categories like passing, strength training, heading etc. This way, there is more control on how you want your team to play and also less complaints from over worked players. Training players in particular traits would also be excellent but the old training system really needs to be updated before anything else. 

As always, more tactical roles is another wish I have. There are so many roles that fmm does not have but are popular in actual football. False 9 and anchorman for example.

Finally, I wish there was extra finance income from merchandise sales or sponsors. I would love to see a fan board which shows which players are fan favourites and this has an effect on merchandise sales. It will make the game much more immersive, and make you think twice about selling older but beloved players. Sponsors can approach for deals when the club gains sufficient reputation or perhaps after a cup win. It would be much more rewarding experience when you win a major tournament and get a host of sponsors want to sign up with you. 

Edited by Thirsk1
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  • 2 weeks later...

We need a set peice creator, with presets for lazy people. Corners, long throws, and free kicks from crossing positions are all viable ways of scoring goals, but as it stands we are reliant on our formations working well at set peices, which is silly. Also, even little strikers can score loads of goals on the front post, so the delivery never makes it to players who are actually good in the air like my centre backs.

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Hello everybody!

The only thing i missed in football manager mobile is the choice (Attributes to match) to adjust the minimum number of attribute conditions that must be met in player search.

I think this is a tool that really helps to find easily better players.

Hope this can be fixed in the next update.

Keep up this great job.

Thank you!

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Some other details:

I think the player's transfers costing too much, you need at least 100 million euros to transfer a good player.

More attention to player's attitude. (I sell Carlos Soler for 148 millions to Chelsea because he wants new challenge and the next day after transfer, i scout him and he is very interested in signing back to Valencia).

Also, i'd prefer faster replies when transfer window closing. I have an offer in 30/08, i accept the offer but not only the transfer didn't complete until 31/08 but also didn't complete at all. Ihad no reply, the player stays to my team. At least i must have a reply for agreement in next transfer window or a cancellation if the player didn't agree with the offering contract.

These are only details.

Keep this version simple as it is. I think this is the success.

Thank you.

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  • 5 weeks later...

Hi I have a few suggestions - Sorry if this is the wrong place but I couldn't see anywhere else to post:

 

  • I'd really like to see an improvement of manager profile - I think it's very brief compared to the AI managers.
  • To be able to interact with players as an international manager - I feel this is lacking.
  • I'd like to see players, who maybe aren't willing to train a different position, learn a new position when they're constantly playing that position.
  • I'd like an opportunity to mentor certain players to become a natural leader/ captain.
  • Ability to let other players who have specific traits (freekick specialists, moves channels, etc) to mentor younger players to pick these traits.

 

Cheers,

 

Ariff

 

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  • 2 weeks later...

Some things I would like:

- UI update on the tactical role selection menu to highlight which are the most important stats for certain roles eg. Pace, decisions, shooting for poacher etc. 

- More training options eg. Training players in their tactical roles like poacher or target man. Or we can have overseas training camps for a few days at a price. 

- More tactical roles. We've been stuck with the same ones for years.

- Asian leagues like Chinese Super League or Japan

- Ability to play more leagues simultaneously instead of 4 as phones are becoming more capable.

- Illustrations for the trophies won by players. It would be nice to see all the different trophies instead of only lines of text. 

- More club interest and buying proposals for players with a high number of trophies.

- Ability to see the level of player cohesion in tactical formations for those that play multiple formations. 

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  • SI Staff

Just to mention with regards to this:

 Ability to see the level of player cohesion in tactical formations for those that play multiple formations. 

There is no 'cohesion' with regards to specific formations in FMM, its presumed players are sensible and can adapt to any common tactic - they do have to settle into a team and get to know their team-mates and during this period if this affects their play its mentioned on their profiles.

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13 hours ago, Marc Vaughan said:

Just to mention with regards to this:
 

 

There is no 'cohesion' with regards to specific formations in FMM, its presumed players are sensible and can adapt to any common tactic - they do have to settle into a team and get to know their team-mates and during this period if this affects their play its mentioned on their profiles.

Oh I wasn't aware of that, thanks for that Marc!

And just a few more wishes to the list:

- An update to the Achievements page in player profiles to show Golden Boot/assist awards as well. There's only Player of month/year awards and Cup/league winners at the moment.

- An updated EME to better illustrate players with godlike dribbling and tricks eg. seeing players like Messi passing 5 defenders and then rounding the keeper to score would be amazing!

- A boost to coaching quality offered by retiring players added to the backroom staff. Old legends staying on as coaches should really be prioritised over hiring new coaches but currently there's no reason to as it is a gamble in the aptitude apartment. Perhaps they could have an additional effect by mentoring a single player of your choosing?

- Ability to arrange preseason friendlies/tournaments and cups with monetary incentive for hosts/winners. This could be another useful source of income although one must balance team fatigue and financial gain

- The reserve team grey players are kind of redundant now with the addition of youth intake players. Perhaps there could be a way to combine the two together?

Edited by Gerrardno8
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  • 3 weeks later...

few simple suggestions. apologies if covered elsewhere.

  • player filter at squad select screen (similar format to the one in player search screen)
  • player filter at scout results screen
  • ability to delete a saved game
  • review of pricing - but I've covered that in another thread

 

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Would be good if we could arrange friendlies, change length of pre season. 

Also a general observation from several years of playing (and I believe a small adjustment was made a while back), but it still seems overly sparse: interest in user controlled players. If I have a beast of a young player playing out of his skin who is far too good for my team then lots of clubs should be queing up for him. Instead, if I want to cash in on him, I have to go through offering him out and potentially annoying him etc.

AI teams in general don't do enough transfer business, it's too common to look at a team's transfers at the end of the window and see that they did no business. For newly promoted teams this is a particular issue, as in real life they will likely make 5-10 signings to significantly improve their team, however in game they regularly do nothing or perhaps sign one player. Just ruins the immersion and often means it's always the same teams going up and down, without any ever establishing themselves.

Talking of promotion, is it just me or is it way too easy to get any team promoted? I'm at the stage where I just find managing teams who should struggle a breeze. Wish the game was harder. I've been sacked before, but never for a justifiable reason( it was bs rather than me doing bad), and I've only ever managed one team where it just didn't work out, across 3 different versions, that isn't enough. How many managers can you name that have never been sacked, or atleast come close?...

Simply put, the game is too easy.

Edited by fish18ish
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I would like to see the old pitch view, zoomed, in again. Loved this, and how the camera would scroll up or down the pitch depending on attacks/counter attacks. Was on FM Handhelds previous, so would assumer phones and tablets nowadays could handle it. Thanks, Will

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Some more ideas.

At the end of the season, you get a brief summary of your loanees performances. You could have that for each of member of your squad too. It would give you a useful second opinion and help you decide the future of players. You could also have news reports about how many games a striker has gone without scoring or how many clean sheets a goalie has clocked up etc...

I would also like other news options. It would be good to have pre-season competition odds like the other FM games have. When you're 20 seasons in, the power of many clubs is harder to guess. If Stoke comes 4th, did they over perform or was that where they were supposed to finish? It would also be good to get reports on the big club and international tournaments. If Real Madrid goes out in the group stages of the Champs League then that's worth reporting. If Spain loses to China in a World Cup group game then that's worth reporting. The tournaments seem to pass by quietly in the background if you're not competing in them.

And finally, manager AI still needs watching. I saw Man United, still a rich top club in 2031/32, with no goalies and no attempt to acquire any. This meant with weak greys in goal, the team was underperforming. Thanks.

Edited by Vane
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Some more ideas.

At the end of the season, you get a brief summary of your loanees performances. You could have that for each of member of your squad too. It would give you a useful second opinion and help you decide the future of players. You could also have news reports about how many games a striker has gone without scoring or how many clean sheets a goalie has clocked up etc...

I would also like other news options. It would be good to have pre-season competition odds like the other FM games have. When you're 20 seasons in, the power of many clubs is harder to guess. If Stoke comes 6th, did they over perform or was that where they were supposed to finish? It would also be good to get reports on the big club and international tournaments. If Real Madrid goes out in the group stages of the Champs League then that's worth reporting. If Spain loses to China in a World Cup group game then that's worth reporting. The tournaments seem to pass by quietly in the background if you're not competing in them.

And finally, manager AI still needs watching. I saw Man United, still a rich top club in 2031/32, with no goalies and no attempt to acquire any. This meant with weak greys in goal, the team was underperforming. Thanks.

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I've enjoyed playing FMM during my summer holiday. It's a lot of fun and highly addictive just like FM should be. There is an ongoing debate whether FMM is to easy or not. In my opinion there will always be someone who creates the perfect training regime och the unbeatable tactic. However I've noticed some flaws/issues that, if they were fixed, not only would make the game better but a bit mor challenging regardless of training regimes or tactics. Here are my suggestions on how to fix them. 

1. Decrease amount of newgens and add fixed age on all newgens

With the current system there is a widespread issue with newgen inflation in the game. The youth promotion thing you've added is great. How about expand that system to all clubs in the game? If that isn't possible you have to code that all newgens in the game are 16-17 years of age. At the moment you got 20-25 year old newgens showing up in various clubs (with high CA and high PA) and they outrival the Donnarummas, Sanches and Diawaras of the game. If these newgens would be 16-17 when they are promoted the Donnarummas, Sanches and Diawaras would have som time to shine before the new generation (the newgens) would become good enough to compete with them. FM should't be a fantasy football game with fictional player names that are way to easy to lure to a League Two team.

Another way to solve the issue with newgen inflation is to overhaul the current system of picking players from the large FM databas to the smaller FMM database. The current system seems to be based on CA, PA, the different varieties of reputation, nationality, added leagues/nations and player history? The consequences of this system is a FMM database with many older players (some with high PA) that retire during the first couple of season, ends up as newgens and enhances the issue described above. The aim should instead be a system that sort out players based on age and PA that creates a database that slightly emphasis young and talented players. Most of us would rather like to se all these guys in the database (regardless of the league/nation your playing) instead of a random 34 year old Brazilian. These changes would make the game a bit more realistic and fun to play.

Furthermore it would be great if you could make a significant increase in the likelihood for all clubs, but especially top clubs with top and superb youth facilities, to compete to sign promising newgens. For an example a African newgen with a high PA should sooner rather then later be signed by a club high up in the picking order (e.g. Ajax as 16-18 year old) and not stay in his African club until he is 25 when I sign him to my newly promoted conference club.

At the moment clubs tend to promote newgens from the same country as the club and if it would be possible to change that it would be great. A African newgen from a french speaking country should be able to be promoted to a french club and a Caribbean newgen to a club i England or the US (and less so to Real Madrid). 

If these issues were to be solved and it would't be as easy to create a great team based in newgens players the game would be more challenging fore sure.

2. Create more ungrateful and spoiled players

Most players in FMM tend to be gentle and good-natured and I doubt that is the case IRL. Your best players should want to move to bigger clubs and your reserves should want to play more. In FMM17 you find a lot of players staying in a top club (e.g. Chelsea) despite only playing a handful of games the last couple of seasons. They won't accept a transfer to another premiership team because the won't move to a smaller club. A player (or player representative) should definitely react to a decline in playing time. If only played 0-15 times a season they should want to leave or go on loan. If this could be fixed we would have a more dynamic och realistic transfer market. Of course you'll always find a Winston Bogarde or two but they are rare. 

Furthermore players (or player representative) should force player transfers. If not allowed to change clubs you should increase the likelihood of the player to skip training, talk to the press, request a transfer and so on. 

3. Significant increase the likelihood of clubs higher up in the picking order signing your best players.

If you got players (especially younger players) in your team with an average rating of 7.30+ they should chased and purchased by bigger clubs (regardless of PA). I don't know how the transfer system is worked out in FMM but it seems like the player CA is the most important aspect? I would love to se the average rating having a much more central part to play. If you got a League 2 striker scoring goals for fun he would most definitely attract a lot of interest from other clubs. 

That in turn could  increase the amount of transfer gossip from the media that you as a manager would have to handle. In FMM17 i might get question about transfers from media once or twice in a season and that should happen a lot more often. Maybe a couple of times in a month and every singel day the week leading up to transfer deadline day? 

 

Thanks for a great game

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Need in fmm 2018 a 3D engine like that !!! Dont need a super engine, but is time for put this in game, i dont but amymore the game wish 2D only...

Think a about that !! Cant put 2D for low smartphone, but 3D for better smartphones... the users can put the option like more...

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On 26/07/2017 at 22:31, Vane said:

And finally, manager AI still needs watching. I saw Man United, still a rich top club in 2031/32, with no goalies and no attempt to acquire any. This meant with weak greys in goal, the team was underperforming. Thanks.

Update on this. A youth goalie got promoted the next season and became first choice goalie and averaged under 6.0 for the season. Still no attempt to buy another goalie by United but they did buy an attacking midfielder!! A second youth was promoted and he is now 2nd choice goalie. United still made the Champions League though.

Noticed squad issues with some other big teams. I'd expect them more in inactive leagues rather than the active ones.

Edited by Vane
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Please make it possible to postpone taking a job till the end of the season. If I'm in with a chance of winning something at my current club, I hardly want to ditch them immediately to manage my new team for a few meaningless games near the end of the season.

Also please add squad numbers, top eleven has them. Seeing my centre mid wearing #9 is depressing.

Edited by fish18ish
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On 05/08/2017 at 11:18, Vane said:

Update on this. A youth goalie got promoted the next season and became first choice goalie and averaged under 6.0 for the season. Still no attempt to buy another goalie by United but they did buy an attacking midfielder!! A second youth was promoted and he is now 2nd choice goalie. United still made the Champions League though.

Noticed squad issues with some other big teams. I'd expect them more in inactive leagues rather than the active ones.

Further update. Man United bought the Norwegian national goalie soon after my last post. So there is some squad checking going on but it's on the slow side. 

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11 hours ago, Vane said:

Further update. Man United bought the Norwegian national goalie soon after my last post. So there is some squad checking going on but it's on the slow side. 

The amount of good teams with no backup keeper later into saves is ridiculous.

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So. I have been playing FMM since it came out for the first time, and I am a bit disappointet when it comes to the league selection. I was thrilled that it was announced two more leagues, but after playing with Poland and Turkey in game, I have to say I fount that Poland was a weird league to include. Turkey league was fun and different, but Poland?

If I had a wish, I would change at least one league with a Scandinavian country (Norway or Sweden) and Swiss or Austrian league. Why those spesific is because they have another league structure down to division two and it would be fun to could have some different league structure and different number of teams in the league to challenge. 

 

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