Probably a few years away, but it would be great if there was a "light" version eventually available for the iphone/ipad similar to how Football Manager and OOTP Baseball (I believe it's called Baseball Manager?) are currently offered.
Probably a few years away, but it would be great if there was a "light" version eventually available for the iphone/ipad similar to how Football Manager and OOTP Baseball (I believe it's called Baseball Manager?) are currently offered.
Probably a few years away, but it would be great if there was a "light" version eventually available for the iphone/ipad similar to how Football Manager and OOTP Baseball (I believe it's called Baseball Manager?) are currently offered.
Yes, yes ! I am sure we will see it within few years.
It's something we've actually discussed internally. It's on the list of things we'd like to do, but right now our focus is continuing to work on and improve the PC/Mac version.
I think its crashed on me once in the 50+ hours I've played.
How has the prospect scouting and development progressed in the game? How are the player pools after 5, 10, 15 or 20 seasons? This has always been my biggest issue with hockey management sims and what prevents me from picking up a copy.
How has the prospect scouting and development progressed in the game? How are the player pools after 5, 10, 15 or 20 seasons? This has always been my biggest issue with hockey management sims and what prevents me from picking up a copy.
A lot of it depends on how good your Scouts and Assistant Coaches are in terms of Scouting and Development. But from every long run test I've ran, I've seen no issues with future draft classes. We use real players for the first 4 years (or so), but when we're forecasting 14 year olds, it's really hard to guess where they may end up. The AI does a good job mixing in Superstars and Busts in the draft classes. If you find an issue, we want to know for sure, but everything seems to be fine. You should see some 18 year old prospects be ready to contribute immediately, but not many will be (just like real life as well).
Do you have to train in order for stats to improve? Or is that a boost? The user manual is vague and provides very little info on how the system actually works.
Training adds or can stop subtractions. So yes, I guess it is a boost. It doesn't mean that a player can't develop more on their own.
So what do the numbers represent for that screen. Yes, most people get 20 is the best and you don't want to spread it out too thin. But this literally has zero meaning without more context. I understand the game will take time to be on par with sports sims that have been around for years. However, the manual doesn't actually explain mechanics at all, it just provides little bits of information that can't be further disseminated because the game doesn't give you anything to go on. How are users supposed to know how to properly train players, when all we know is the higher the number the better the chance for a bonus in training? We don't even know what this chance is.
Basically, do you guys plan on adding more material/content to the user manual? To me, its a cheap easy win for you guys.
Right from the Manual, 20 represents "The largest coaching bonus a player can receive in a category is 20 points. Each team has a variable number of bonus points available in each category, determined by the quality and skills of their coaching staff." Basically unless you have a completely terrible staff you'll have 20 points. The quality of you and your staff will directly affect how fast that 20 points deteriorates when you start spreading it through the team. The manual also notes that if you spread too thin, then it's way less effective. We've also covered Training multiple times on our Streams, so that may be something you should look into as well. I do my best to tag all of our videos appropriately, or at least put in correct descriptions.
I will check them out. But that 20 bonus still means very little. How does it work? What does it represent within the coding? How does that game mechanic translate in to a real world situation? Its all so vague and not really helpful. Is a 20 bonus twice as effective as a 10 bonus? What is the likelihood somebody will get a bonus? What are the bonuses?
In certain games, the descriptions are vague, especially in games where the user is meant to find out these things. However, we as users of FHM4 don't actually have a means of finding out what these bonuses do unless we pull apart the code. Its impossible to make informed decisions in a game that should reward informed decisions more than anything else.
The 20 points indicate how much bonus a player will get above normal development. The further you spread it out, the less bonus you'll get. In short, yes 20 is 2x as good as 10.
A bonus in terms of what? What does this bonus do? Does it guarantee something? Is it cumulative? If so, how often does it accrue? Does it go away? Is it chance based?
There is literally no way for somebody to know what it does, other than apparently it helps and the higher the number the better. But, what sort of informed decision can a player make when using it with no context
I play FHM3 and enjoy it, it's just too damn slow. Has 4 gotten faster?
We've also covered Training multiple times on our Streams, so that may be something you should look into as well. I do my best to tag all of our videos appropriately, or at least put in correct descriptions.