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i have been playing fm since about cm01/02 and every year the game gets more complex.i am currently playing fm 07 on xbox 360 and fm 08 on pc but cant seem to grasp the tactial sliders. long gone are the days where you could just pick if you wanted attacking or defensive instead of trying to find out exactly where to put a slider
Whilst i agree, Shiny, there is a school of thought (that I partly subscribe to) that the game is becoming so complex that it's threatening to alienate those who play the game for fun. I'm sure i'm not alone in thinking that whilst it's great to be challenge, FM is not as much fun as it used to be. Sometimes it feels like a second job, in terms of input, stress and time spent on it.
FM raises the bar every year, and it's always great to buy the new edition, sampling the new features and pushing yourself to be the best, but it's not always fun anymore, something that CM01/02, for example, never failed to be.
Originally posted by Norville Rodgers:
Whilst i agree, Shiny, there is a school of thought (that I partly subscribe to) that the game is becoming so complex that it's threatening to alienate those who play the game for fun. I'm sure i'm not alone in thinking that whilst it's great to be challenge, FM is not as much fun as it used to be. Sometimes it feels like a second job, in terms of input, stress and time spent on it.
FM raises the bar every year, and it's always great to buy the new edition, sampling the new features and pushing yourself to be the best, but it's not always fun anymore, something that CM01/02, for example, never failed to be.
This is exactly why SI should include skill level differentiation desired for the participant.
My word, if SI insists on keeping only one skill level, then, at the very least, figure out a way for the AI to use our hands on rating to at least mirror the amount of difficulty associated with the game. (i.e. if I have a hands on rating of 15, the game should adjust automatically to a difficulty level appropriate for my interest level in the finer intricacies of the game).
I also believe that it should be easy to assume that a sunday league player wants an easier game than an international superstar. Therefore, the difficulty levels are already determined within the framework of the game.
Originally posted by copperhorse21:
<BLOCKQUOTE>Originally posted by Norville Rodgers:
Whilst i agree, Shiny, there is a school of thought (that I partly subscribe to) that the game is becoming so complex that it's threatening to alienate those who play the game for fun. I'm sure i'm not alone in thinking that whilst it's great to be challenge, FM is not as much fun as it used to be. Sometimes it feels like a second job, in terms of input, stress and time spent on it.
FM raises the bar every year, and it's always great to buy the new edition, sampling the new features and pushing yourself to be the best, but it's not always fun anymore, something that CM01/02, for example, never failed to be.
This is exactly why SI should include skill level differentiation desired for the participant.
My word, if SI insists on keeping only one skill level, then, at the very least, figure out a way for the AI to use our hands on rating to at least mirror the amount of difficulty associated with the game. (i.e. if I have a hands on rating of 15, the game should adjust automatically to a difficulty level appropriate for my interest level in the finer intricacies of the game).
I also believe that it should be easy to assume that a sunday league player wants an easier game than an international superstar. Therefore, the difficulty levels are already determined within the framework of the game.
(waiting for the flames to start) </BLOCKQUOTE>
Skill levels are a no-no, as SI have enough of a problem getting it right as it is, let alone on different levels.
Anyway the problem with FM isnt that the game is hard, its that the player is constantly fighting to work out what works- be it through the needlessly complex tactical interface that is a barrier between what we want to put across and what is actually put across.
Then there is the "logic" of the media and team-talks where from experience what works isnt always logical, and tbh the best way seems to be just to pander to your players to maintain morale no matter how badly they have played.
So FMs difficulty isnt so much to do with clever AI, rather it is down to the tools the player has to work with failing to improve as the game becomes more complex.
Once youve sussed it the game is as formulaic to win as it has always been, sadly it doesnt seem to have that magic anymore, as not only have obvious issues been ignored (some for more than one release) but new and exciting features are thin on the ground or at best paperthin and never fully formed or developed as they could be.