Quote:
Originally posted by TeeWee:
<BLOCKQUOTE>Originally posted by postal postie:
there's only so much a manual can show without being so overwhelming with info as to make it impossible to read.
it will give you the basics. i dont think it's necessary to tell you what every single attribute means.
other tactical stuff is for you to learn as part of the game otherwise they may as well just give you a cheat code or something.
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I fundamentally disagree with your statements.
A
well written manual, even if it has loads and loads of information, is due to its very nature of being well written, a very readable document. I agree that these are very rare and becoming even rarer now, but that does not mean they are impossible.
And I do think it's necessary, or at the least extremely desirable, to describe what all your input variables actually do in terms of game engine. Those are the tools the developers have given us to use to interact with the world, so it should be a well described tool set.
I do not want a manual that tells me that settings XYZ makes the killer tactic. I do want a manual that tells me what settings XYZ actually mean in the game engine and what to expect.
From the discussions I see on this forum, the tool set is not as well described as I'd prefer (though sufficient to play it and discovering this through trial and error). Else there would not be as much discussion about the effect of sliders or attributes as I see around here.
Anyway, this is only a small part of the purchasing decision. The most important one is the way the new patch will be received... Thanks all! </BLOCKQUOTE>
i'm not saying that as it stands the manual is perfect. a well written manual has to tread a fine line between giving too much information and too little and since alot of the more in depth information can be found on line its not always necessary to go overkill with the information.
i can't remember whether the manual tells us what all the visible player stats do but i personally dont need to be told
the same for the tactical sliders.
a short overview explaining the two extremes is desirable (very short-long ball etc) but thats about it.
from what i see, people on here aren't wondering what the tactical sliders do, or rather not that many, more people seem to want to know how it translates to an FM match.
since i belive that SI want the sliders to mirror what you would expect to happen in real life they can't really explain that it doesn't and so here's how it really works in game.
if it doesn't work as in real life then this needs more play testing and tweaking.
at the end of it, lets not forget taht to find a good tactic takes knowledge and alot of fine tuning anway.
there's no scientific answer which they can put down in the book as to what combination of variables work well.