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Right guys, many of us have just got the game and this is the best time to find out what areas of the game aren't intuitive / could be improved.
One major gripe people are having seems to be the tactics element, i.e. not being able to design your own formations, create player run to functions etc.
My own ( minor ) gripe is to do with the interface, in any future versions, when, for example, selecting a new tactic to use you need to arrow left and scroll down to select to set this as your sides formation. Could SI make the arrow automatically go to the 'confirm' button? So annyoing having to scroll down all the time.
SI, be happy that my only complaint after a few hours play is that I have to press down whenever selecting my formation! Great first attempt, the in game system works very well, especially using the L shoulder button to scroll back though pages.
We'll definitely be doing further experiments based on feedback with the GUI.
PS> Are you aware that the analogue pad allows you to jump to the top/bottom of a list of buttons in one go incidentally - this speeds things up a lot.
One major gripe people are having seems to be the tactics element, i.e. not being able to design your own formations, create player run to functions etc. [QUOTE]
This is one thing that has been implemented quite well in CM2006 for PSP.
I'm sure the Sigames lads have a copy of CM2006 for PSP lying around somewhere (purely for research purposes of course!) so perhaps they can check it out.
A question I have is, realistically, what are the chances of a 2D match engine for the next release? CM has got one but it runs a bit too fast for me (even on the replays) and unfortunately resembles the very early Eidos/Sigames attempts - y'know, silly suff like the stiker breaks through on goal and then passes back - Doh!!
Since SI are after pick-up & playability in FM:H (which they have achieved!) I think an very good addition would be challenges. This is in a similar way to the comback/rout challenges you get in Fifa. Anyway let me explain:
A simple example of a challenge would be to say be Reading with X amount of games left in the season. Your challenge would be to secure promotion as a primary goal and secondary goal is to win the league out-right.
Another example on the opposite side would be to save a team from relegation, say West Brom from last season.
This means players have the opportunity to pick up a game and take on a challenge that won't take long to do. This is perfect if you really don't want to play your saved game or wait for everything to be set-up. Also for those talented managers among us, it provides an new challenge in that you're thrust into a team you don't know and haven't studied and to achieve the goals set won't be easy.
I don't know whether this is already in consideration but I think FM:H is the perfect vehicle for this type of gameplay.
Originally posted by zamalek:
player pictures and alt. skins (just to make it a bit more dynamic
The alt skins I could go with as I think it would only require one-time access to the UMD but putting player pictures in would ramp up the amount the game would access the disc which intern would drive up the battery consumption of the game. One of the amazingly cool things about FM:H as it is, is that you can play the game for 8hrs or so and still have battery to spare (just )
Having had a PSP since Feb last year ( JAP import ) I've gradually grown to detest the analogue pad...
Lord knows why. The D-Pad is an utter travesty that has a horrible time recognising diagonals. The analogue nub is ace, although not in the best of positions.
04-14-2006, 05:57 PM
*Official* Improvement Ideas For FMH 2007 Post #10
* More leagues
* Skinnable
* Updatable/editable (.edt for instance?)
* Tactics more like PC/Mac version
* MUSIC PLAYER :p
* Graphics/2d <- but may **** up the main selling point, the speed and battery times. I guess SI will find out in the end!