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
> Stat Obfuscation and Scouting
There are two ways of thinking about it:
1) Hiding the tactics so it is harder to play against an opponent
In this case, we have to hide formation because hiding attributes/skills is not as important. But if we hide the tactics, the main feature of FTG gets broken. I suppose that as a result, players will use some averagely universal formations, and at the start of the match, as soon as they see the opponent's formation and footballers, the player will fit the formation to the opponent. It will be far from how it works in real football. Therefore, we are not going to do that. At least, while we don't understand how to make this feature to be really fun.
2) Scouting info
That's something I wish to implement for a long time. However, the problem with it is that we would have to save a lot of additional info in an already data-heavy save file. We would have to save the attributes/skills known to the player from the time he saw/scouted the interesting footballer for the last time.
An additional problem is that this feature can make it more complicated to scout the footballers. I don't have yet a clear picture of how to make this feature to fit the game and already existing mechanics. So taking into account also issue 1 (additional saving data), we postponed this feature to when we clearly see how to implement it.
> Player Traits
That is something we internally want to implement for a long time. The problem with it is that it is very complicated set of mechanics (if done right). Also, our GUI didn't allow to do that.
In FTGW, we rewrite some important part of the GUI engine so such mechanics are allowed to implement in the future. So, after release of FTGW, when we are sure all mechanics works fine and the GUI works without problems, we will start thinking about such mechanics like traits that can use the updated GUI engine.
> New Skill: Free Kicks
It's quite a popular request from the players. Currently, I don't think it makes sense to implement though. In the current match mechanic, free kick are quite easy to score either with high ACC AM or with the combination of Pass + Shoot or Cross.
I think that at some point in the future, we will make a global revision of the match mechanics and will change the ones where we see the players want some changes.
Currently, we can't do that because, for us, the football cultures is a so big thing, so we are afraid to touch all other match mechanics. The football cultures will affect a lot of tactics in unexpected ways.
> Changes to Selling Players
In general, I like the idea of trying to get a better price for paying the Glory.
However, currently, I like how selling footballers work. I wanted it to be crystal clear, easy to use and provide interesting choices. It works as expected.
I'm all for giving interesting choices but currently I don't see that exchanging Glory for Money though selling your footballer is good for balance and for the game in general.
- - - -
Thanks again for so detailed description. I really appreciate it when players give well thought out and described ideas (like yours).
Give 2 possible formations as default (50% to guess it right) or pay a fair amount of glory (around 1 premier league game win average) to be 100% sure.
You can change tactics anyway at halftime.