![]() Remember the lower the value in FMM, the higher you can mark up your valuations. My first valuation is 12m, notice how immediately my ballpark estimate is of a much higher multiple than Dannie Anderson. Next up we have Greg Forster, we have a 750k bid from Birmingham with a 775k player valuation. However keep in mind that even if Bristol City's highest valuation is actually 10.25m, they will not offer that to you as this is the 5th offer.ĥ.25m -> 10.5m received (2 times their first offer) I took 2 steps up this time and it happened to have worked. In my experience, you can often push it up by 1-2 steps. I'd consider this step optional if you're DESPERATE to sell the player, you wouldn't want to be stuck with a player just because you wanted a tiddly little bit more. I call it the final push, where I push the final amount just slightly higher. This will be the final one that will still return a counter-offer. They've upped their bid again, which means we are on the right track. So I take a larger step, a 14m valuation this time. I have not gone down reasonably far enough for them to increase their price. We have quite a lot of space to work with: a total of 5 offers (or 4 offers that will return a response) unless we do something highly unreasonable.Īs you've noticed, their valuable did not budge. Take a small step down in your valuation, I offered 16m but I actually don't find the size of the step to be that crucial. It means that we have established a range to work with, between 8.5m to 17.5m So first thing you notice is that the valuation was deemed "reasonable" by the AI, because they've shifted their valuation. I'll tell in detail about how to make a good estimate during the 2nd example, because I'll need the comparison to explain it. Why that value specifically? It's a ballpark estimate based of my experience. The initial counter-offer is incredibly important, the higher the initial "reasonable" counter-offer the higher the final negotiation price will be. So the first example we have is Dannie Anderson, his value is 3.5m but Bristol City is offering 5.25m here. We are also using regens so there's no pre-conceived notion of a player's value. I'll be using two examples and covering the concepts as I go through them, then I'll summarise the concepts at the end. While the broader techniques here can probably be applied for future versions or if you're on an older version, the specific observations about the responses may not be exactly the same. Minor caveat before we start, this guide is made specifically for FMM2022 and the AI negotiation code can change between editions (and they have). We'll be keeping this guide focused and concise for now, so let's save those for another time. Of course there many other questions people tend to ask regarding transfers: price negotiations techniques during auctions, ways to buy a player cheap, how to negotiate player contracts or selling players when no clubs want to make an offer. Now obviously you'd want as much money for him as you can get, but how? Considering previous versions have cost the best part of £20, paying £4.99 for a month of access seems like a great way to see if it’s your cup of tea.This guide is specifically about teaching you the art of negotiating a player sale in Football Manager Mobile 2022, meaning what to do when a bid from another club is already on the table and you WANT or don't mind selling the players. The unique backing and assured income of Apple Arcade has clearly convinced SI that the Touch concept is worth revisiting. Apparently, sales of the iOS and Android versions of the game had “fallen significantly”, while the pandemic had seriously stretched the company’s resources.įootball Manager 2022 Mobile did hit the App Store last year, but really doesn’t offer anything like the full Football Manager experience. Matches are played out in a slick 3D Match Engine.įootball Manager 2022 Touch skipped mobile together, with Sports Interactive announcing in October of last year that it would only launch on Nintendo Switch. You’ll take control of the running of accurately modelled football teams from 120 leagues across the globe, taking direct control of tactics, team selection, recruitment, and more. It’s the kind of game you can lose literally hundreds of hours to, with a realistic player scouting system that has seen genuine professional football managers using it as a reference tool. The Football Manager Touch series is built on the bones of the fully fledged Football Manager game for PC and Mac, but streamlined and with a touch-oriented interface. This is exciting news for armchair Pep Guardiolas looking to play the deepest and most authentic football simulator around on their iOS devices.
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