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Double Indemnity

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Posts posted by Double Indemnity

  1. Every. Single. Time. I'm in a replay, I spend a heartbeat trying to remember how to get out of it or skip it, and then I remember that the "Skip" button sits on top of the enforced Match Stats panel?! instead of just to the right of the scoreboard where other view-related prompts sit (e.g., "Waiting for Next Highlight...").

    Can I get this one tiny thing? Just move it to where it's easily viewable and consistent with other in-game messaging?

  2. 22 minutes ago, McClane29 said:

    Find them baffling to be honest.

    Either have the club short name or a 2/3 letter abbreviation. Seems like we just have complete randomness without any look of consistency.

    I believe there's a mod for this: 

     

    I haven't tried it yet myself.

    By the way, SI, I'd pay five, maybe ten quid to remove all 3D "backdrops" from the game and replace them with plain black, if you're in the mood to do some cosmetic microtransactions.

  3. 3 hours ago, Footix said:

    All the UI issues ... do SI still support 1024 x 768 or whatever low-res they used to showcase the new games in? If they do I suspect it's a matter of not having time or resource to create proper layouts for all the various monitors out there. More like "make it look good on the lowest one and then scale up accordingly". Result: lots of empty space on higher res panels. 

    I just checked the latest Steam survey, and it appears 2.26% of users are using a primary display resolution below 1366x768, which is still used by some cheaper-end laptops, I think.

    Regardless, while some of the problems definitely stem from not paying attention to the 80%+ of users who use 1080p or higher, many of the principal UI problems are about layout, placement, design, etc. Most of my issues with the match engine UI would be a problem at 1024x768, too.

  4. 2 hours ago, imp44791 said:

    The biggest problem of all is that the designers have opted for a path away from the “spreadsheet game that urges you to tell stories to yourself inside your head” option to one of trying to create a computerised world. Hence you get the pathetic little Ken doll for your avatar and the bunch of empty chairs room during team meetings and press conferences. It is disastrous. It looks like an adventure game from the 1980s where you enter a room with a static picture and a block of text below it describing what you see. I half expected to see “You can go: North, East and Up”.

    [...]

    Can I please have an option to opt out of the Ken doll please and use a photograph like back in the day? It is absolutely woeful.

    Equally woeful is the UI in many parts of the game as others have mentioned. I do not mind so much the change of the menu orders during the game as others do, because I did not have the experience of the last 6 years so I don’t have the same muscle memory as them. But the press conference/team meeting one (the 80s adventure game module, as above) is an absolute torture. The eyes dance around from tiny lettered question to tiny lettered answer, it searches in vain for important information like where the player you want to praise/light a fine under actually is. It gives an actual headache. It’s bad.

    Strongly agree with all of this. The current game feels like it's creaking under the weight of some imposed directorial vision that doesn't fit. Is the end goal to make FM a first-person virtual reality RPG where you wander around some empty offices, sit down at your chair, and do paperwork at your desk? If so, the graphics need to move beyond Second Life territory.

    But I'd argue that these choices make the experience of interacting with the game more time-consuming, less intuitive, uglier, and more prescriptive. I can no longer freely imagine what my office looks like at a lower-league club in Chile, or Sicily, or Australia; it's always these same drab rooms with their flat lighting and blurry pictures on the wall. It actively murders my immersion in the world that the mechanics work so hard to create.

    I wish I could turn off all 3D except the match engine, and nuke my "avatar" from orbit.

  5. 9 minutes ago, kiwityke said:

    He looks good when he has time and space. He looks less good when he doesn't or he has to work for space or to get the ball back. Something you get far more of in Serie A.

    He tends to dwell on the ball a lot, something you just can't do in the Premier League.

    This is such a tired, trite comparison between the leagues. Never mind that Pogba played in 40 Champions League games for Juve.

  6. 5 hours ago, Mars_Blackmon said:

    To some of their fans, graphics don’t really matter compared to the other games. Some people just don’t buy FM for the graphics.

     

    im not against graphics but i didn’t start playing FM for graphics. I enjoyed W11/PES & FIFA and wanted more depth.

    To be clear, I don't care about the graphics in FM that much. There are plenty of other, more substantive improvements I'd like to see. But I do think some of the defense of how they churn out and market their games comes from a place where people aren't familiar with the rest of the videogame industry.

  7. 3 hours ago, jujigatame said:

    I must say though, training seems like a horrific change for the worse.  Did anyone ask for this level of complexity to be added to the least interesting, least fun part of the game?  At least before you could generally influence training according to your preferences by moving the match prep vs. general training slider, and add/remove rest days, and choose a particular focus like tactical familiarity.  Now the whole thing is so monstrously intimidating it's become an all or nothing affair.  Either you delve into it and spend hours customizing your schedules, or you leave it up to your assman and have zero influence on it at all.  In short, I strongly dislike the new training module and view it as a grave miscalculation on SI's part.

    This was my initial impression, but not how it turned out in practice. What I do is pick the premade routines and then tailor them slightly. I do this about once a month to make sure everything's in good shape (and again if a schedule change messes it up), and it takes less than five minutes. There are some easy marginal gains to be made (the premade routines don't make use of, e.g., Community Service/Team Bonding/Match Review much), and it's hard to mess it up totally if you're working from the templates.

    I was initially very intimidated, but you really can put as much or as little effort in as you want, and it's more intuitive and easier to adjust than it looks at first glance.

    It also addresses something that was deficient in the game before: You didn't really feel like you were "coaching" your team outside of matches. Now I spend a lot more time thinking about—and a little time tailoring—how training works based on what I need in the short or long term.

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