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Foxy

  • Group

    Moderator
  • Level

    Level 23
  • Joined

  • Last visited


Reputation Activity

  1. Happy
    Foxy reacted to BigAl in The Neil Warnock Promotion Challenge   
    Can you add another 5 for me mate, completed my bottom to top save with Billericay 😁


  2. Favourite
    Foxy got a reaction from Mr Tree in Tree Presents... The "Goal A Mile" Challenge!   
    Really enjoyed this write up.
    Good luck and hopefully you can get to Plymouth.
  3. Favourite
    Foxy got a reaction from Woody in Condition on latest update   
    Having played a good bit more with the hot fix I’m coming to the conclusion that the player condition seems random at times.
    This has happened on 3 different saves and all players have been on medium intensity training.
    I can have a run of midweek/weekend games and the players condition can make no sense. After one game they can all recover to between 96-100% and then another time half the XI that played the previous game will be below 90%. It seems like there is no logic to it as I’m playing runs of 2 games a week yet one week they recover the next time many of them don’t.
    The time of season seems to make no difference either as I have had this happen in early season as well as mid season and late season as well.
     
  4. Favourite
    Foxy got a reaction from Woody in Condition on latest update   
    Having played a good bit more with the hot fix I’m coming to the conclusion that the player condition seems random at times.
    This has happened on 3 different saves and all players have been on medium intensity training.
    I can have a run of midweek/weekend games and the players condition can make no sense. After one game they can all recover to between 96-100% and then another time half the XI that played the previous game will be below 90%. It seems like there is no logic to it as I’m playing runs of 2 games a week yet one week they recover the next time many of them don’t.
    The time of season seems to make no difference either as I have had this happen in early season as well as mid season and late season as well.
     
  5. Sad
    Foxy reacted to samhardy in English football   
    Such a shame that FA Trophy winners from a few years ago North Ferriby were wound up the other day. For an unpaid tax bill of just 8K!
    https://www.dailymail.co.uk/sport/football/article-6814011/Former-FA-Trophy-winners-North-Ferriby-United-wound-court-hearing-unpaid-debts.html
  6. Funny
    Foxy got a reaction from Nucleus in 2019 Vibe Premier League   
    Fair play that looks good.
    Is that the work of Susan?
  7. Happy
    Foxy got a reaction from samhardy in 2019 Vibe Premier League   
    Why if it’s good are you going to pop round?
  8. Angry
    Foxy got a reaction from samhardy in English football   
    You weren’t when Browne scored past you the other week.
  9. Shocked
    Foxy reacted to samhardy in English football   
    I’m always happy aren’t I
  10. Favourite
    Foxy got a reaction from LenTheWelsh in Condition on latest update   
    This might not be something that could be done for this game but maybe for FMM20.
    Perhaps before a game we could get a news item from our physio which tells us the % condition of each player as a list (I realise this info is in the team selection screen) but more importantly also how tired they are so that we can decide who should be rested, who is getting to the point they might need resting in a few games and who is flying.
    I hear in real life managers talk about players being in the Red Zone and this list seems like it would be the kind of thing a real life manager might get before a match. It could be as simple as.
    Green Zone: Player isn’t tired at all. Yellow Zone: Player is starting to get a little jaded and may need a rest in the future but perfectly fit to play if needed in the current match. Red Zone: The player could do with a rest in the next couple of games. This is would be a simple way we could see who is getting tired or not at a glance.
  11. Happy
    Foxy got a reaction from 1759 in Around the World in 80 Games - Season 3 Update 1   
    I think I’m going to need these air miles for a holiday by the time this has finished!
    So now I have you and @Rob wanting me to lose 😂
  12. Happy
    Foxy reacted to Marc Vaughan in Condition on latest update   
    Hidden Stats - ok I'll reveal one of our 'secrets' there is a jadedness counter which is effectively 'wear and tear' on an individual player, this affects how he recovers during a season slightly, this goes up when he plays matches depending on the amount of exertion he undertakes and goes down over-time at a rate determined by his training/personal stats (it will decrease more slowly if he's doing intensive training for instance or if he's really old and has poor stamina/natural fitness).

    The text indicating he is tired was triggering at the cusp of this affecting his recovery rate however from the feedback I'm getting this is scaring people and I think that is understandable as its slightly misleading, he will recover from exertions slightly more slowly but he's not really knackered at that point - because of the feedback I'm getting I'll look at tweaking when this appears so that its a little clearer to people (ie. it'll only appear when he is truly tired rather than when it only has a minor effect on recovery).
  13. Favourite
    Foxy got a reaction from Marc Vaughan in Condition on latest update   
    But a players condition that we see in a % or with the indicator doesn’t seem to tell us if a player is becoming tired or not as far as I can see.
    I have had players later in the season who’s condition is around 96%-98% so as you say perfectly playable in a match but if I scroll across to his personal page it will say he is tired which makes me think there is a hidden tired stats. My idea is that our physio would give us an indicator of how tired a player is on one screen (it could even just be on the team selection screen) so we can assess who needs a rest with bigger games coming up.
    I’m sure I’m not the only one who really appreciates the time you take to gauge all of our opinions on the game that all of us are so clearly passionate about.
  14. Favourite
    Foxy reacted to Ashez in Why Seeing FMM As A RPG Changed My Gaming Life   
    Why Seeing FMM As A RPG Changed My Gaming Life

    Before I jump into this topic I think it's best to give some context into my gaming habits, you see I've always been a "gamer" from a young age as I grew up playing Lemmings on my mother's original Gameboy and Super Mario World among others on her Super Nintendo, gaming has just always been there for me. Nintendo wise I've had every console but the NES, Sony wise everything apart from the Vita and PS4 while I've also had all three Xbox's, however across all those platforms there was one genre I hated and that was RPGs. Granted there was and always has been one exception to the rule with Pokemon being a game that just sucked in my generation and it's a series I basically stuck with but for whatever reason I never saw that as a RPG, it was just Pokemon. Before you read any further I just want to say this thread is one of personal journey and not your typical Vibe article, if you read it and take something away from it that's cool, if not I completely understand. 

    I suppose you could say Pokemon was the starting point to this realisation as I got heavily into Platinum's Battle Tower which was basically a gauntlet of battles where you had to build a team and climb as high as you could. Platinum released in Europe during 2009 which means I'd also have been into FMH on the PSP at the time while I joined Vibe in 2010. Joining Vibe and getting more into FMH basically meant I had to decide which game to devote myself to and I think it's pretty obvious which way I went, I still kept up with Pokemon but I never got into the battling side as much again as FMH and Vibe became my primary hobby. 
    One comparison between the two games stuck with me though and that was team building, both games gave me almost endless amounts of teams to build and mess around with, I even remember going about team building in similar ways for both games which sounds daft but there is some logic in my madness. In basic terms both teams would have members who's purpose was to fit a specific role, for example a bulky Pokemon might be referred to as a tank or a wall and I'd use the same logic with FMH team building, for example my tank would be my DMC/BWM. In Pokemon you have special and normal attackers, similar to mages and warriors or creative roles and offensive roles. I'll admit this thought process is pretty odd but I found my knowledge of both games helped with the other as I learnt alot about team building during this phase of my life, I guess knowing how to build successful teams is a transferable skill. 
    This goes so much deeper than just roles however as like FMM players every Pokemon has unique viewable and hidden stats which determine how the character will develop, sure FMM has more stats but once they're grouped together it's a pretty easy comparison. I'd spend hours browsing Pokemon sites trying to find the ideal Pocket Monster for my team just like I'd spend ages stat searching on FMM trying to find that player to make my tactic purr like a Meowth on payday. 
    This shows I had the seeds of FMM as a RPG planted but the tree took another few years to grow, I enjoyed similar things across Pokemon and FMM though which was surprising, yet eye opening. Around 2012/13 another big development took place in my gaming life as I decided to invest in a 3DS XL, I liked the original DS and I'd dabbled with my little brothers original 3DS but for whatever reason I was a little late in picking up a system of my own. This system was a life changer as it's the console that really brought me back into gaming, it's easily one of my favourite systems and it's library of games is fantastic, especially if you count the original DS library. Between the GameCube/PS2 era and the 3DS I'd basically lost interest in gaming as the Wii didn't float my boat and I never had many PS3 games, the 3DS was the restart my gaming life really needed. 
    I'm not sure how my expanded horizons impacted what happened next but when FMM 2014 released I was hesitant, it was the first year without the PSP version and while I loved 2013 on mobile 2014 took some time to settle with me, eventually I liked it but it was very much a love hate relationship. Not playing FMM as much meant I had more free time on my hands and it was around this time I started purchasing riskier (for my tastes) 3DS titles. 

    The game Fantasy Life by Level 5 was one I kept my eyes on for months during it's build up, it was a role playing life simulator which was a genre I had no history with but it just looked so much fun! Eventually I placed my pre-order for the title which in itself was embarrassing as when I asked if it was available for pre-order the worker responded with "oh that girls 3DS game".....I remember being taken back by this response but I've never been impressed by my local stores Nintendo appreciation. Anyway the game released September 2014 so a little before FMM during the horrible waiting period, I actually remember going to Fifa's midnight launch with my brother, he picked up Fifa and I picked up Fantasy Life which released the same day. That night consisted of Fifa but once I plugged Fantasy Life into my system I was hooked, it was such a peaceful and fun Zelda like action/exploring game but with elements of job sims as you could become masters in various jobs to increase your stats and abilities, this turned out to be another gateway game for me as while it wasn't a typical RPG something about it hit a cord with me. Seriously if you have a 3DS look into this hidden gem, I'm so gutted it never got a proper sequel! 
    Fantasy Life was where everything started to click into place, I loved the game so much I decided to look up the developer and see what else they made, with one title in particular really standing out to me being Dragon Quest IX on the original DS. The game had a similar stunning art style and various other similarities but it was a turn based RPG which made me instantly hesitate and lose interest. It always stayed in the back of my mind and I did pick it up but it was a game I was scared to try as I just didn't think I'd like it. 
    We basically jump forward a year at this point until July 2015, I was planning a two week vaccination and I needed a game for the travel and hotel room downtime. It was at this moment my life would change as a few days before leaving I decided to finally test the waters with Dragon Quest IX, so I popped it into my system to see if it was something i could chill with while away. I had every intention of playing the opening and seeing how I got on with it which soon materialised into me playing the first 10 hours before leaving the country! I was caught! I was addicted! I couldn't put it down! I ended up sinking 60-100 odd hours into this game and I loved every second. 

    The world building is excellent but to my surprise on IX you have to build your own party so without realising it I was back in familiar territory which I'd learnt years before from Pokemon and FMM and once again my knowledge was transferable. I'd spent years building balanced teams and I put this knowledge into practice once again as my party carried me through the game, building your own team has so many pitfalls from being too defensive or attacking or not having key components. I easily could have screwed this pivotal moment of my life up but due to my history with team building I had an advantage, I had an idea which I wouldn't have had without Pokemon and especially FMM. 
    The story, the enemies, the villages, the art style and the world did pull me into the game but it was the stats that I found comfort in, it's odd that I love stats in FMM but I never connected the dots that I can be a numbers guy, I can enjoy grinding to get that level up as I'm someone who enjoys numbers raising and working out how to improve my chances. With FMM I've always played commentary only glued to the stats page trying to understand what's going on, trying to gain an advantage from the numbers or to see something that I could miss not viewing them, that appears an unique play style but it works for me even today. In FMM I'd look for the ideal player I needed or look at a players stat spread and give him a role which is exactly the same in some RPGs, you have to look or build your character and make sure they're suited to the required role, it's all about understanding the needed stats for the job. 
    It was now that I had fully realised FMM could be seen as a RPG as all the elements are there, you have your party of characters that are all unique, that level up with experience to improve which is now shown much clearer in game, you have a world to explore, encounters to battle, bosses to be beaten and a party to build. Sure a massive part of any RPG is the story which FMM does lack but you have the freedom to write your own tale like Dungeons and Dragons as Vibe has shown, having no story line means we have endless quests and adventures to undertake.  
    Once this concept was in mind it was one I struggled to shake so by the mid point of 2015 I'd roped in two friends to help me bring a RPG experience to FMM and Vibe. The concept was simple as we created a squad of Vibe members who got to select their role/class with the catch being they'd all start with 1 stat in each area, to earn stats they had to earn experience in matches which could be used to level up and improve the characters stats, thus making them more suited to the role. For many reasons with the time commitment being the main one this interactive experience failed yet it proved my theory that FMM as a true RPG actually worked really well. The feedback and comments from the community really brought the thread to life, considering the save only lasted half a season we hit 16 pages of comments which is good bloody going, even to this day I'm still surprised at how awesome FMM as a straight RPG was to see and experience. 
     
    With this knowledge my mind was blown wide open as I went on to spend the following years exploring RPGs more and more with me playing titles like Radiant Historia, Chrono Trigger, Dragon Quest 7/8 and I continued my love in of the Pokemon series but in a new light. I'll admit I'm still hesitant on alot of RPGs and not all of them are for me, but I'm at least now open to the idea which really does shock me. 

    I then discovered a sub genre of RPGs which are often called strategy or tactical RPGs and after years of playing FMM and loving the tactical side of the game I decided to dip my toe into the water. I remembered this game releasing to humongous hype earlier in the 3DS's life span called Fire Emblem Awakening and it looked absolutely fascinating under my new eyes. I'll openly admit I was extremely hesitant as while I fancied my chances as a tactician on FMM how would I fair on the battle field? Was I up to the challenge? It turns out I found the perfect genre I'd been missing my entire life! I fell head over heels in love with Awakening and I've actually played through it multiple times and others in the series, admittedly I'm not sure how much help being a FMM fan played in this new love but if it wasn't for the tactical element and name I know I wouldn't have even tried it. I knew how to counter on FMM and how to implement changes to my tactics to gain the upper hand so I guess it must have contributed on some level, but again my FMM knowledge was essential when it came down to assessing stats, team members and squad building. 

    Finally while not really a RPG I've also developed a fondness for card games, in particular Yugioh Duel Links on mobile. The entire point of this game is to collect cards and build decks to compete online or against the AI, in truth I liked Yugioh as a kid so that was the appeal but i do once again believe my FMM knowledge helped with the deck building part of the game. The decks you have are 20-30 cards so it's a similar number to a FMM squad and making sure each card has a use is similar to making sure a player is worth his squad number. It's a little different but I thought I'd throw it in anyway considering team building has been a common theme throughout this article. 
    This might be one of the strangest articles I've ever written but I felt like it needed to be shared, FMM accidentally introduced me to a massive amount of games I'd previously written off as not for me. I actually struggle to think of my life now without RPGs as some of the experiences FMM has led me to outside of its own universe have been some of the best gaming experiences of my life with Fire Emblem Awakening, Dragon Quest 8 and Darkest Dungeon being some of my most cherished games of all time! I don't know if this article will find an audience or if others have similar tales to share but if I can help one other member who was similar to the old me jump into the world of RPGs it was worth it. 

    As he's about I'd like to thank @Marc Vaughan for not only supplying me with endless hours of content through his own series but for opening my mind to a complete different world. I might be a pain in the arse at times but I appreciate the impact your games have had on my life. Thank you. 
    With that lets bring this rambling to an end, as always thank you for reading and I look forward to any discussion that come from this. 
  15. Favourite
    Foxy got a reaction from LenTheWelsh in Condition on latest update   
    This might not be something that could be done for this game but maybe for FMM20.
    Perhaps before a game we could get a news item from our physio which tells us the % condition of each player as a list (I realise this info is in the team selection screen) but more importantly also how tired they are so that we can decide who should be rested, who is getting to the point they might need resting in a few games and who is flying.
    I hear in real life managers talk about players being in the Red Zone and this list seems like it would be the kind of thing a real life manager might get before a match. It could be as simple as.
    Green Zone: Player isn’t tired at all. Yellow Zone: Player is starting to get a little jaded and may need a rest in the future but perfectly fit to play if needed in the current match. Red Zone: The player could do with a rest in the next couple of games. This is would be a simple way we could see who is getting tired or not at a glance.
  16. Favourite
    Foxy got a reaction from DutchTony in Opinion: What Is The Point of FMM?   
    That may seem a strange question to ask on a FMM fansite and to put it a better way I could ask where does FM Mobile fit into the FM series as a whole but also where should it fit in?
    The reason I am asking this question is because of the FMM19 winter update and how they  implemented a system that means you need to rotate your squad far more often to keep players fit. A subsequent update has toned down this issue as by SI’s own admission it was far more extreme than they ever meant it to be. This is of course more realistic as modern managers often rotate the team to keep players fit for important matches but it creates more work and makes the game slower for us when we play. This is on top of a new training system that was added this year that requires much more thought and tinkering with than in previous versions as each player has an individual training regime which needs monitoring to get the best results in terms of attribute growth. This adds a certain amount of increased control but it also creates a time sink. Things such as team selection and training can be left to the AI in the form of your assistant manager but that can be hit and miss in terms of results and getting his to do team selection takes a vital part of a managers job away from you.
    As most if not all of you know there are 3 versions of Football Manager released every year with the other 2 being.
    Football Manager: Played exclusively on PC or Laptop it is designed to give the player the full experience of being a football manager. This means it is a very detailed game but also slow to play which is perfect for anyone who wants an in depth simulation. Football Manager Touch: This is played on PC, high end tablets and the Nintendo Switch and is essentially a striped down version of the main game with elements removed to make it slightly quicker to play. Even with bits removed it is still a detailed game which isn’t played quickly with probably 10 hours+ needed to play one season. Ultimately FMM is the most “pick up and play” version of the Football Manager series and is designed to be played quickly and to do that certain amounts of realism are taken away from the game to make it quicker to play. I personally think FMM can be broken into 3 elements, transfers, tactic and matches. We buy in our players, we have a tactic or maybe 2 that we know work and we smash through matches making the odd change as we go to our team selection based on form and fitness. This makes FMM a quick game to play and one that a season can be played in a few hours straight if you wish or you can play for a few minutes over tea break at work.
    So how realistic should FMM become? 
    As the PC game gets more detailed so that detail filters down to both FMT and then FMM but how much detail do we want in our version of the game?
    To answer that question we need to think why we play the version that we do. This is a personal choice and it could be for many reasons such as time available or maybe your phone is the only device you have for playing games. Whatever your reason it will effect how you would like to see the game progress and the amount of realism you want to see added although the game will never reach the level of detail available in the other 2 versions. 
    Over my time playing FMM and being involved at Vibe I have noticed that a decent amount of our members are actually older which is something which confused me a little when I first got involved as I expected FMM would have a younger fan base due to it being a simpler and more mobile game. What I didn’t factor in is the reason I play the game and it is a reason I have heard a lot from members of the community.
    The reason I play the game is I grew fed up with the amount of detail and time needed to play the pc game or even FMT. I like being able to set up a tactic, buy my team and then crack on through the season making the odd change here and there as I go. It may mean I play a less realistic representation of football management but I have fun and that is what a game is about. A PC player will get fun from all the extra detail and micro management but I’m not interested in that stuff and never really have been. 
    That is why I ask the question what is the point in FMM? If the game is going to move more and more into micro management then is it the same game or is it just the same as the other 2 versions but with less options and then what’s the point in buying and playing it. If the game behaves in the same way and starts taking longer to play then why bother playing FMM at all as the game loses its unique selling point compared to the other two versions.
    On top of this we need to think when do we play the game. 
    As I have already said the game is very “pick up and play” and I would say most people play it in bursts of a few minutes up to an hour or so. It is a game designed to be played on the way to work/school, whilst you have a tea break or simply any point you have a bit of time spare. I’m sure many of us play the game for a few hours sometimes but at least for me that is whilst watching TV and FMM isn’t 100% my focus and some days I might play 2-3 hours and then not play it for a couple of days after that. These short bursts of play mean that any added details or realism need to factor in that people dip in and out of the game. In practice this means we can’t remember everything that has happened in a previous play session and that can mean we could end up having to gambling when it comes to issues such as player fitness. If the game is relatively predictable we can judge these issues by the stage of the season we are in but if they aren’t we need the game to help us with indicators or a graph so that we can quickly and easily get back into a save without trying to second guess what we need to do.
    This is a fine balance for the devs and they walk a tightrope because many people who play FMM actually want the detail added or at least think they do. We see requests for things like team talks and press conferences which are very unlikely to be added to the game and if they were would we want to use them or would we pass them onto our assistant manager because they get boring and repetitive quickly.? The same goes for details like player condition. Do we want to have to plan 2,3 or 4 matches ahead to make sure we keep people fit or was it ok before when yes players did get tired as the season went on but it didn’t decimate the whole squad and we would know roughly when the issue would come up as the season progressed.
    This is a real grey area and I have no definitive answer probably because there isn’t one as it’s so subjective. I feel FMM has had a nice balance this year with the new training adding a new element whilst the game is still fun and quick to play. I personally would prefer to see a couple of new player roles or tactical options added to the game that give us more freedom instead of essentially having freedom taken from us as we need to play tactics that won’t knacker our team or we need huge squads to meet the demands.
    Ultimately I want a game that is quick to play and only needs a few tweaks before each match and maybe mid match, I want a game that is fun to play and gives me enough freedom to play in my own style and imagination, I want fun additions and more options added to the game not more restrictions or micro management.
    What I really want is for FMM to remain as FMM.
    This is all just my opinion but what do you think?
    Why do you play FMM over the other two versions or do you play FMM and another version as well. Let me know in the comments.
    Thank you for reading.
  17. Happy
    Foxy got a reaction from 1759 in 1759: The Amateur Challenge; Queen’s Park; Squad   
    Best club in Glasgow, best club in Scotland and best club in Europe!!!
    Nice going mate.
  18. Favourite
    Foxy got a reaction from 1759 in Hi, I’m 1759   
    Great to hear a bit more about you fella.
    Sorry to hear about your dad that must have been rough, my missus lost here dad 2 years ago and I know how long in takes to come to terms with something like that. Hopefully now you and your partner are living together life is on the up for you 🙂
  19. Shocked
    Foxy got a reaction from 1759 in 2019 Vibe Premier League   
    Just think of the time you will save yourself if you do get sacked as you will have a lot less games to play and you could do something productive with that extra time 😛
  20. Favourite
    Foxy got a reaction from 1759 in Opinion: What Is The Point of FMM?   
    I can see that and especially after years of FMH/FMM but it never felt that way when you just updated the game each year as the detail has been increased in increments over the years.
    What drew me into FMM when I downloaded it as a bit I fun on a holiday was the stripped down nature of the game and it made me realise just how bloated the PC version was. 
    I would actually say I play FMM in a pretty similar way to PC as it’s squad building that I enjoy the most and that is so much quicker on FMM.
    The Vibe challenges and the creativity that has brought out in me at times has been a massive bonus to the whole experience.
  21. Favourite
    Foxy got a reaction from DutchTony in Opinion: What Is The Point of FMM?   
    The early CM games were similar to FMM though that they were pretty easy and full of unrealistic exploit tactics. The classic ones being man marking the GK resulting in a shit ton of goals for your striker or the near unbeatable Diablo (I think it was called) tactic. 
  22. Favourite
    Foxy got a reaction from 1759 in Opinion: What Is The Point of FMM?   
    I can see that and especially after years of FMH/FMM but it never felt that way when you just updated the game each year as the detail has been increased in increments over the years.
    What drew me into FMM when I downloaded it as a bit I fun on a holiday was the stripped down nature of the game and it made me realise just how bloated the PC version was. 
    I would actually say I play FMM in a pretty similar way to PC as it’s squad building that I enjoy the most and that is so much quicker on FMM.
    The Vibe challenges and the creativity that has brought out in me at times has been a massive bonus to the whole experience.
  23. Favourite
    Foxy got a reaction from DutchTony in Opinion: What Is The Point of FMM?   
    That may seem a strange question to ask on a FMM fansite and to put it a better way I could ask where does FM Mobile fit into the FM series as a whole but also where should it fit in?
    The reason I am asking this question is because of the FMM19 winter update and how they  implemented a system that means you need to rotate your squad far more often to keep players fit. A subsequent update has toned down this issue as by SI’s own admission it was far more extreme than they ever meant it to be. This is of course more realistic as modern managers often rotate the team to keep players fit for important matches but it creates more work and makes the game slower for us when we play. This is on top of a new training system that was added this year that requires much more thought and tinkering with than in previous versions as each player has an individual training regime which needs monitoring to get the best results in terms of attribute growth. This adds a certain amount of increased control but it also creates a time sink. Things such as team selection and training can be left to the AI in the form of your assistant manager but that can be hit and miss in terms of results and getting his to do team selection takes a vital part of a managers job away from you.
    As most if not all of you know there are 3 versions of Football Manager released every year with the other 2 being.
    Football Manager: Played exclusively on PC or Laptop it is designed to give the player the full experience of being a football manager. This means it is a very detailed game but also slow to play which is perfect for anyone who wants an in depth simulation. Football Manager Touch: This is played on PC, high end tablets and the Nintendo Switch and is essentially a striped down version of the main game with elements removed to make it slightly quicker to play. Even with bits removed it is still a detailed game which isn’t played quickly with probably 10 hours+ needed to play one season. Ultimately FMM is the most “pick up and play” version of the Football Manager series and is designed to be played quickly and to do that certain amounts of realism are taken away from the game to make it quicker to play. I personally think FMM can be broken into 3 elements, transfers, tactic and matches. We buy in our players, we have a tactic or maybe 2 that we know work and we smash through matches making the odd change as we go to our team selection based on form and fitness. This makes FMM a quick game to play and one that a season can be played in a few hours straight if you wish or you can play for a few minutes over tea break at work.
    So how realistic should FMM become? 
    As the PC game gets more detailed so that detail filters down to both FMT and then FMM but how much detail do we want in our version of the game?
    To answer that question we need to think why we play the version that we do. This is a personal choice and it could be for many reasons such as time available or maybe your phone is the only device you have for playing games. Whatever your reason it will effect how you would like to see the game progress and the amount of realism you want to see added although the game will never reach the level of detail available in the other 2 versions. 
    Over my time playing FMM and being involved at Vibe I have noticed that a decent amount of our members are actually older which is something which confused me a little when I first got involved as I expected FMM would have a younger fan base due to it being a simpler and more mobile game. What I didn’t factor in is the reason I play the game and it is a reason I have heard a lot from members of the community.
    The reason I play the game is I grew fed up with the amount of detail and time needed to play the pc game or even FMT. I like being able to set up a tactic, buy my team and then crack on through the season making the odd change here and there as I go. It may mean I play a less realistic representation of football management but I have fun and that is what a game is about. A PC player will get fun from all the extra detail and micro management but I’m not interested in that stuff and never really have been. 
    That is why I ask the question what is the point in FMM? If the game is going to move more and more into micro management then is it the same game or is it just the same as the other 2 versions but with less options and then what’s the point in buying and playing it. If the game behaves in the same way and starts taking longer to play then why bother playing FMM at all as the game loses its unique selling point compared to the other two versions.
    On top of this we need to think when do we play the game. 
    As I have already said the game is very “pick up and play” and I would say most people play it in bursts of a few minutes up to an hour or so. It is a game designed to be played on the way to work/school, whilst you have a tea break or simply any point you have a bit of time spare. I’m sure many of us play the game for a few hours sometimes but at least for me that is whilst watching TV and FMM isn’t 100% my focus and some days I might play 2-3 hours and then not play it for a couple of days after that. These short bursts of play mean that any added details or realism need to factor in that people dip in and out of the game. In practice this means we can’t remember everything that has happened in a previous play session and that can mean we could end up having to gambling when it comes to issues such as player fitness. If the game is relatively predictable we can judge these issues by the stage of the season we are in but if they aren’t we need the game to help us with indicators or a graph so that we can quickly and easily get back into a save without trying to second guess what we need to do.
    This is a fine balance for the devs and they walk a tightrope because many people who play FMM actually want the detail added or at least think they do. We see requests for things like team talks and press conferences which are very unlikely to be added to the game and if they were would we want to use them or would we pass them onto our assistant manager because they get boring and repetitive quickly.? The same goes for details like player condition. Do we want to have to plan 2,3 or 4 matches ahead to make sure we keep people fit or was it ok before when yes players did get tired as the season went on but it didn’t decimate the whole squad and we would know roughly when the issue would come up as the season progressed.
    This is a real grey area and I have no definitive answer probably because there isn’t one as it’s so subjective. I feel FMM has had a nice balance this year with the new training adding a new element whilst the game is still fun and quick to play. I personally would prefer to see a couple of new player roles or tactical options added to the game that give us more freedom instead of essentially having freedom taken from us as we need to play tactics that won’t knacker our team or we need huge squads to meet the demands.
    Ultimately I want a game that is quick to play and only needs a few tweaks before each match and maybe mid match, I want a game that is fun to play and gives me enough freedom to play in my own style and imagination, I want fun additions and more options added to the game not more restrictions or micro management.
    What I really want is for FMM to remain as FMM.
    This is all just my opinion but what do you think?
    Why do you play FMM over the other two versions or do you play FMM and another version as well. Let me know in the comments.
    Thank you for reading.
  24. Favourite
    Foxy got a reaction from 1759 in Opinion: What Is The Point of FMM?   
    I can see that and especially after years of FMH/FMM but it never felt that way when you just updated the game each year as the detail has been increased in increments over the years.
    What drew me into FMM when I downloaded it as a bit I fun on a holiday was the stripped down nature of the game and it made me realise just how bloated the PC version was. 
    I would actually say I play FMM in a pretty similar way to PC as it’s squad building that I enjoy the most and that is so much quicker on FMM.
    The Vibe challenges and the creativity that has brought out in me at times has been a massive bonus to the whole experience.
  25. Happy
    Foxy got a reaction from Nucleus in Opinion: What Is The Point of FMM?   
    I don’t 100% agree on FMT and FM upping the difficulty so much as they just up the detail.
    Just like with FMM once you know what you are doing in terms of tactics and transfers they aren’t that hard to do well in. Many in the PC community have made huge complaints about the ME this year for various reasons and there are plenty of exploits in terms of tactics and set pieces that can be used if that’s what you want to do.
     
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