Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As stated elsewhere, I really like how transfer list works, it sure may be improved, and it may be hard to find someone on the very first season, but after that it's a regular thing to find a good affordable element to add to your team, even without developping scouts ( but doing it helps ), after trying playthrough with academy + coaches vs academy + scouts... I prefer scouts, it will give you more choice and more quality over time. Actually I'm always waiting to the next transfer period because it turned to be a very fun part of my actual campaign. And about high costs... Yes, there is always unaffordable players, but if limited you may not see the bit high cost player you want to add and would be ready to sell an extra player to get him.
To give data, I bought 3 players in the very first transfer period of my actual campaign, and another one the same year. In a total of 8 years of campaigning I bought 20 players, without, of course, taking account of youngsters. I must admit 2nd to 3-4th season it was a bit slower than next years, but it's also the time you need in hard mode to convert your starters in a bit of money makers. To me it feels like a regular amount, but I don't know too much about football world and it might need to be higher ?
This data is just to feed the debate and give example, we all have different way to play the game.
What screens are you talking about ?
As soon as you have updated your scouts a bit it gets more and more interesting. Ages are evenly distributed, AI market activity in the higher leagues is good. Of course you don't find a good player every 6 months, but I'm always eager to see what's on the market every time it opens up.
I'm in premier league now (48 turns, normal mode), and I have never ever used the global list so far. Which does not speak for the global list but certainly not against the personal list.
The starting older player you can use for important matches in the cup. Also KoS stated it's meant to get used to the skills for new players. Fine for me.
May 10 announcement on Facebook. https://www.facebook.com/FootballTacticsGlory/posts/677440965920227
I personally like either 48 and 90 actions. But 48 actions makes you make the important decisions fast. Because the time is ticking. And that makes the matches somehow more interesting [for me]. If you used to play the game in the way you play 90 actions (slow building up the attack), 48 actions might look boring because you used to think differently. It doesn't mean 48 actions is bad, it means that you play it differently. However, I might be wrong. That's just my observations.
Regarding transfers, I can't agree. You can unlock the transfers from the lower leagues and buy cheap players there. The scout always finds the players from your current league until there aren't players who can be sold.
To each, his own. No one is right or wrong. It's just about preferences and enjoyment. For me, 48 turns leads to luck playing a big factor. Employing strategy and tactics is much more fun than relying on the luck of the roll. I am currently in season 2 of a 60 turn setup.
For 90 actions, can the statistics and scores be fixed as well? This will make the glory fairly awarded at the end of the season. And, it would reduce the player advantage while in hard mode. It seems to be an easy fix. Just double all stats and scores for ai vs ai games.
I agree that the global transfer list helps. My frustration is with the personal list at the start of the game when that is all you have (for several seasons). For the future, I will leave this topic alone.
Thanks for the reply.
Once you can build your team for a few seasons and sort out the players that don't get you along, and grow the players that you need, low scoring affairs are over.
On the other hand, in 90 actions every other game seems to end like 5-2 or 7-3 as Krovax has illustrated recently. It is not balanced (except in simulating something more akin to what here is Class A soccer, roughly eighth league on the ladder), and I doubt that it can ever be balanced without adding more defensive bonuses in that mode only.
48 actions however is balanced in the long run, and this balance should not be disturbed by wholesale changes just to please the 90 crowd.
3-5 Goals 48 Action in a Brute Force Offense or
6-8 Goals 90 Action Artistic Tactical Game with a 'lowly team' is doable.
As long as there are rewards for 5 goals difference,
more goals, more incentive for sponsor or individuals.
Anyone could set the bar.
Unless its the feeble minded that can't outsmart the AI.
Unless one prefer to stick with newbie players for challenge,
or prefer to beat treble in shortest years,
'Long Run',
no AI could win the user, lest talk about balance,
'Any' two star team could beat a five star team anyday, with a Human brain.