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DementedHammer

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Posts posted by DementedHammer

  1. I've been working on some lower league NZ leagues (down to level 6 in my region). One thing that genuinely excites me is that, in FM 19,  where players are auto-generated,  there seems to be a much more noticeable difference in player abilities in lower reputation clubs and divisions .  In my NZ example, players in level 6 now seem to be noticeably weaker than players in level 4. In FM 2018, there was very little difference between the teams., all the way up to the 2nd tier.

    It is an incredibly small sample size. But, if what I'm seeing is correct, it is going to make a level 22 save even more fun this time around.

  2. Looks like I'll have to recreate my New Zealand lower league structure as I can't load the exported DBC file (as recommend above) using the new editor. So I guess it'll be a couple of days before I start playing properly. At least I can have the editors running side by side to copy everything across. 

     

    It's 8am over here and I'm very tempted to stay home today. But, funnily enough, my company has its annual software release today too, so I don't particularly want to miss out on the free food and beer. 

     

    Decisions, decisions. 

  3. 2 hours ago, themadsheep2001 said:

    Tbf, you're both probably right. It's really not that straightforward. Match injuries are high, but training looks low. So you can easily be being double hit, or suffering nothing at all

    (The below is complete guesswork on my part)

    My guess is that there is a bug, but it only presents itself when some tactical settings are present. This seems the most logical reason why 1) the injuries occur during matches, and 2) the mass injuries only affect some players.

    I'm wondering whether it's due to SI trying to replicate some of the downsides associated with very high intensity tactical systems, but not quite getting the balance right. This would sort of explain why it seems to be more the elite level teams that are affected, whilst the lower league managers seem to be less affected (at least from what I've seen on this forum).

  4. Well I took the plunge and bought the game. I've started a save with Penang in the Malaysian Premier League, as I'll be playing ultra LLM when the game is officially released and I wanted to get a feel for how the match engine handles less skillful players. (To be fair, some of the players in the Penang team are still much better than I'm used to managing.) I've been playing for three hours so far, and I'm yet to click Continue.

    My first impression is that the new training module is great. In fact, that's an understatement — it's absolutely fantastic! It is going to take a while to get to grips with it, but it feels so real and authentic, and it's so well explained and presented. Everybody involved with the training module deserves a well earned beer or two! I'm also glad that mentoring seems to have been toned down this version, and I like the way that you can set up mentoring groups. 

    The tactics creator looks promising. Although, when first starting out, all I really wanted was to set a rough formation to drop my best players into, so that I could figure out the formation and tactics to get the best out of those players. I ended up using Excel first to figure out my rough formation, and then I used the tactics creator after I had a rough idea of how I wanted to play.

    Although it is very early days in my FM 2019 journey, I am happy with my initial impressions. Everything is just that little bit cleaner and more intuitive. It's just a little bit easier to do a lot of things, and all those little improvements add up to make a massive difference.

    Finally, the purple skin looks great. I don't think I will ever change it.

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