![]() There has been updating of the player models so as to include new realism to the gameplay combined with new lighting model. The match engine also has been overhauled to include new animations by about 2000 in the game, with enhanced passes, shots, long balls, as well as ball physics. ![]() The gameplay is known to offers players with new features of different types and is stated to be the very first in the series to have Twitch integration to be included, so that the game can be streamed online by players. It belongs to the Football Manager Series. This game has been released on 7th November 2014 for OS X, Linux and MS Windows and on 20th November 2014 for Android and iOS platforms. If complexity can be added without slowing it down - which i think would be pretty achievable - i don't think many would oppose to it.Football Manager 2015 CD Key in short for FM 15, is actually a simulated football management game, whose publisher is Sega and developer is Sports Interactive. My main feedback, in short, is that i think classic mode could still be etched a bit closer to the complexity of full fat mode, without impeding the streamlined experience. ![]() On the flipside, stuff like expanded staff, proper u-19 system, expanded statistics, and realistic training wouldn't detract much at all from a streamlining standpoint, but would add to the simulation experience. So things like a single reserve team, fast position learning, the unlockables - they detract from the wonderful simulation experience by gamifying it too much. I - and i'd like to think a lot of Classic players too - still love the simulation aspect of FM. My argument though, is that you could add a lot more from the full fat version without slowing down the experience at all. I greatly enjoy playing a ten-year career in a handful of real life days. I get that classic is supposed to be streamlined and does a great job of it. Now, most of the feedback from beta thread applies, but i'd like to add one point of contention. I'd venture to guess there's a lot of people who play in a similar fashion, and just get bogged down by the full fat version. The goal is always the CL, but I've never actually done it. This is kinda backwards, i know, but i like it. I usually like to create a system, and then find players for it. Here's how i like to play the game, as a preface for my feedback: Pick a team in the lowest league in England, instant result almost all games, focus on building through staff and players with minimal tactical fussing. Will see of that helpsĪnother batch of feedback since playing the final version for a while. ![]() To answer myself: I've just seen a statement from SI from which I derived that I have to tone down the intensity of my tactics a bit. Let me emphasize once again that I have no issues with the amount of injuries in general, just the amount of knocks/injuries during matches. I don't know if I'm doing something wrong or if it's a known issue, but the amount of knocks per game seems too high. ![]() I have stopped using 3 substitutions (I always save one just in case), because otherwise I'd end up ending games with 10 men (or less) due to in-game knocks/injuries and not having any substitutions left. My training is handled by the assistant and all players are happy with the intensity of the training. And this is quite average in my current save. In my last game I had about 12 knocks divided over 6 players, who were all match fit by the way. I must say that although I have no issues wth the amount of injuries in general (about 5 simultaniously on average, seems alright), the amount of knocks I'm getting per game in the match is very high to be honest. ![]()
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