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Proz

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  1. I think that how they advertise their product is their problem, not our problem. We are customers, so it's their job to convince us to buy the game. For what is worth, I personally will wait for opinions and reviews about 25.3 (or whatever will be named last patch) before to decide if it's worth buying the game or not. So far, I have the impression that I will not buy it, no problem at all since I'm playing CK3 and HOI4 and next year will be released CIV7 and likely EU5. Life is short and there a lot of great things besides gaming, I will waste my money and time on FM25 only if it worth it.
  2. I expect a much deep experience in terms of tactics and choices available, a new ME which will be very balanced in terms of the impact of how player attributes impact the game, since phisycal attributes still overpowered compared to mental and technical attributes. Scouting should be fixed, I think it would make sense to have something less complicate and working as intended. Interaction with players should be less difficult, since outcome of conversation is often not logical and the micro management behind stuff like tutoring is annoying.
  3. It was the same also for me until I didn't start to play RTS and 4X games: I discovered I enjoy them better and I play them, waiting that they will fix FM properly. I bought FM24 after I skipped 22 and 23, didn't see any improvement in the gameplay and after just 90 hours of playing, I went back to Crusader Kings 3. 😄
  4. Having players continuously complaining because they are not playing enough, even if they supposed to be play few matches, is not at all realistic. Furthermore, their complaints involve the necessity of a lot pf repetitive micro-management which is not at all fun.
  5. I tried to edit the transfer budget of several clubs in the pre-game editor, but then when I start a new game, it is retained a default value, doesn't matter what I indicate as transfer budget. It happens only with transfer budget, the remaining budget salary appears correct in game after editing it.
  6. I play FM since it was Championship Manager 4, I like to edit db, play long saves, try different tactics etc I am what you call an hardcore fan. I think this is the reason for which I see 3 main improvements which are needed: - balance the weight of physical, mental and technical attributes in order to have the ME reflecting the importance of this attributes as they are IRL, this is a huge problem since right now physical attributes are dominant; - improve the AI and have a correlation between the attributes of Director of Football, scouts etc and the ability of AI to build teams properly, this is relevant especially for long saves; - develop further the tactics, but this is strictly related to ME and weight of attributes. However I am aware that these 3 things would require a lot of work and a lot of QA afterwards, so they involve a huge investment...and they are very relevant for me and you here in the forum, but maybe not relevant at all for a casual player.
  7. Many youth teams are U19 and U17 instead of U20 and U18 as in the game. In addition there is the U17 World Cup. I think it's time to include U17 teams in FM, I understand that players under 16yo cannot be included in the game, but this problem could be solved with regens.
  8. I really enjoy to play FM24 with the "Your World" mode. I think this way of playing FM would benefit very much if it would be added a starting date just before the beginning of the transfer window (so for instance for major European leagues, in the early morning of 1/7/2024). In this way the player would have complete control on all the transfers and on the set up of pre-season (trainings, friendly matches etc). Furthermore, I think that injuries which happened after the starting date, should not be there after season starts.
  9. Yes, but not if you play in that country: for instance in FM 24if I choose an Italian team, I can start not sooner that 17/7/2023, at this point many transfer had already happen (transfer window started on 1/7/2023).
  10. I really enjoy to play FM24 with the "Your World" mode. I think this way of playing FM would benefit very much if it would be added a starting date just before the beginning of the transfer window (so for instance for major European leagues, in the early morning of 1/7/2024). In this way the player would have complete control on all the transfers and on the set up of pre-season (trainings, friendly matches etc). Furthermore, I think that injuries which happened after the starting date, should not be there after season starts. Please let me know your opinion about this. Please let me know your opinion about it.
  11. Yes, but the budget as in the start of the game is the same I think, because it is dictated by the financial data in the editor. So for instance: Transfer budget 80 M Salary budget 20 M - with original you start the with team of February 2024 - with realistic you start with team of September 2023 and I think that already set transfers will have an impact on budget for transfers and salaries - with your reality you start with team of September 2023 If let's say, the team you're managing IRL life bought a player who cost 60 M and earns 10 M per year: - with original you got it for free, basically, since you have your budgets intact - with real life you get a drop in February, when the transfer happens - with your reality you have same budget as original...but without the player
  12. I like very much this new feature, however I would like to understand if and how are changing the budget for transfers and salaries if you choose the option "your world". For instance, if IRL the club you are managing bought a player costing 100M and you would have him on your team if you use "original", then will you have these money available as budget if you start with "your world"?
  13. I have a question about the famous players for each nation. I would like to know how the numbers (a rating from 1 to 20) translate in the behavior of the feature in game. During the game, the young players are compared to some player of the past: for instance a great offensive midfielder from Italy could be described as "player similar to Roberto Baggio". It is not clear to me how the numbers are affecting this feature.
  14. In my opinion the issue has two different solutions strictly related to the causes of the issue: - the playing style are "ready" for the player, IMHO the best way to implement different "difficult levels" could be to have the same game for everyone, but for advanced users willing to have it, the possibility to go deep with tactic design. Now you click on Gegenpress and you have your players pressing in a certain way, as default, if the triggers of pressing, attacking movements without ball etc should be closed by ourselves instead, the game would become immediately more deep and challenging. This is just an example. - for the particular case, it could help also a fine tuning of the weight of physical attributes vs weight of mental and technical attributes. With a perfect balance, every playing style would have its pros and cons.
  15. In your opinion which things are better and which are worst?
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