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#41 | |
Minors (Single A)
Join Date: Jul 2013
Posts: 59
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#42 |
Bat Boy
Join Date: Sep 2013
Posts: 15
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I second that one. I'm sure it will be good some day, but if you don't follow the forums you aren't going to know about the issues until you buy it.
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#43 | |
Hall Of Famer
Join Date: Mar 2002
Location: Canada
Posts: 3,438
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Quote:
I'm not fully defending the product cause in a lot of ways, this game can get unplayable real fast but to compare EHM 2007 or even 2005 is very unfair to FHM at the state it is now. Be constructive when talking about the game and respectful but people go so far over the top. |
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#44 |
Major Leagues
Join Date: May 2012
Location: Germany
Posts: 390
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Please stop comparing the hobby project of a university student with the product of an experienced game developing studio. It's ridiculous.
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#45 | |
All Star Starter
Join Date: Aug 2002
Location: West Virginia
Posts: 1,071
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Quote:
The first commercial EHM was built off of old Championship Manager code, and was originally quite terrible, to be honest. It took two more versions for the game to become somewhat polished. In actuality, the freeware EHM was not "awful and buggy." By version 1.16, that game was as slick as you could get for a freeware game. Riz worked his ass off on that labor of love. |
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#46 | |
Minors (Single A)
Join Date: Sep 2013
Posts: 87
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#47 | |
Minors (Triple A)
Join Date: Aug 2013
Posts: 220
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I also want to join Smetana in saluting Riz's work on that game. That said, here's the main difference between EHM and FHM: EHM is gone and it's not coming back. FHM is here and it might get better if the consumers (that's us) support it so it doesn't die in its crib. |
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#48 |
All Star Starter
Join Date: Jan 2011
Location: northern CA
Posts: 1,874
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RE the "built from the ground up" comment: I guess it's how you use your metaphor that dictates how you view that phrase. To me, the UI and things like that are like the facade on a building - the actual simming of the games, the various hockey rules that are different from baseball, etc. are the pipes, the electrical wires, and all the other stuff that makes the building, or the game, actually function.
I'm sure there is code shared between OOTP and FHM that, for example, dictates how player pages are laid out, or how clicking a certain button takes you to a specific place (or how the back and forward buttons work), but none of that matters if you don't have the basics in place. Yes, it was a very rough launch, and we're all just as frustrated by that as everyone else is. We're working hard to smooth things out and make people happy. We value constructive feedback, whether it's a critique of how the game plays or it's a bug report. We're dedicated to improving the game, and the nice thing about being such a small company with very low overhead is that we can survive a rough launch without needing to think about cancelling the game. We're very happy with the sales so far, and the % of refunds is actually comparable to the % of OOTP 14 refunds, so I think a lot of people are willing to stick with us. Again, if you want your money back, or if you're holding off on making a purchase, we respect that completely. We just hope you'll keep following the game's progress and will give it another shot at some point. Thanks. Have a great weekend, everyone. |
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#49 | |
Major Leagues
Join Date: Nov 2011
Posts: 410
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Quote:
Yes, the initial version of FHM could have been better but the past can't be changed. If the developers weren't going to improve FHM then we should continually complain. But the developers have and are improving the game with every patch. This shows their support for the game and, if we want a hockey sim, we should support their efforts. They are responsive to constructive critiques. How does the developers of FHM responsiveness and continual improvements compare to other companies, such as EA NHL 14? |
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#50 | |
Minors (Single A)
Join Date: Sep 2013
Posts: 87
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#51 |
Bat Boy
Join Date: Feb 2013
Posts: 2
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I think FHM, for an initial release was very ambitious and therein lies the problem.
There are a ton of features and functionality and the game breaks the Pareto Principle (the 80/20) rule. Basically 80% of the people who buy the game will use 20% of the features, so as a developer it utterly behooves you to make sure that 80% of your time is spent on building that feature set. But things like flexible league structures and vast numbers of playable leagues are complicated and require a ton of effort to create and maintain. So instead of having multiple levels of leagues in England, that time should have been spent perfecting something else in the game that the vast majority of people want to be as good as possible like the AI. The other problem that arises with this broad approach is now, a small team has to support that broad feature set. I applaud the ambition for sure, but sometimes less is more. |
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#52 | |
Hall Of Famer
Join Date: Mar 2002
Location: In The Moment
Posts: 14,138
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That's "Hardly" using baseball code to build a hockey game. |
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#53 | |
Hall Of Famer
Join Date: Mar 2002
Location: In The Moment
Posts: 14,138
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Quote:
OOTP Baseball has been using a small team to support a broad feature set for 16 versions now - it hasn't hindered the growth/development/support of that game. Why would it be different with this one? |
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#54 |
Minors (Single A)
Join Date: Sep 2013
Posts: 87
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There is exact same bugs in OOTP Baseball and FHM how is that not using same code...
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#55 |
Minors (Single A)
Join Date: Sep 2013
Posts: 87
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Problem usually lies there that is a small team, how many games they can concentrate fully same time? time is off from something when they work on other always
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#56 | |
Minors (Single A)
Join Date: Mar 2013
Posts: 57
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They didn't use the same coding. Not even for links and structuring. Links were similar, no doubt. But that's it. That's pretty much where the coding stops the similarities. If they used the same coding, we'd be playing a baseball game. I laugh when people say it's almost the same coding, and that there's no excuse for FHM1 to look like OOTP1... apparently people do a lot of programming in their spare time. All in all, someone summed it up best by saying something along the lines of "EHM was good, yeah. But EHM isn't coming back. Ever. If we continue to support FHM, sooner or later we'll get a product of the same caliber." The last OOTP I played was 12, I believe. It's really fun. That's why I continue to support FHM. Because I know a good product is on the horizon. |
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#57 | |
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,249
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FHM is Jeff, Sebastien and Malte. |
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#58 | |
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,249
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Quote:
And what "bugs" are you talking about in OOTP? OOTP is nearly entirely bug free. Of course it has a few small bugs, as any game does, but very few, none of which are the same as the major bugs in FHM. Last edited by Lukas Berger; 09-14-2013 at 04:15 PM. |
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#59 | |
Minors (Single A)
Join Date: Jul 2013
Posts: 59
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Quote:
Signing the players in MLB and NHL is relativly the same, negotiations, AIs assesment of trade value, trades in general, all this could have been copied from OOTPB. The logic is the same, they are obviously going to have to adjust values to reflect NHL rules. Just like EHM copied FM code, AI judging values in soccer and hockey is the same logic, they are going to look at potential and current ability, then team needs...and other factors. You change the values and add some extra lines of code as needed, and you have something that you know works. Instead of building something new with massive bugs. |
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#60 | |
Minors (Single A)
Join Date: Sep 2013
Posts: 87
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