Once they hit a growth point in either of these 3 categories, the related attributes will either increase or decline. How fast they collect XP depends on the amount of time they play, who they play against and so on. "What you will see in FIFA 10 is, that players will collect experience in 3 different categories – Physical XP, Mental XP and Skill XP. Therefore we decided to reset to clock on the growth system."
As a first step we removed manual growth, Manager Mode is supposed to be a realistic and authentic experience, being able to make Sami Hyypia from a 84 rated centre back into a 99 rated left winger is neither realistic nor authentic. We weren’t happy at all with the growth system in FIFA 09 and a lot of post-release user feedback showed us that we’re on the right track. MK - "Another portion of the game we completely re-did. Wep - "How is the experience point system different? Last year it was easy to get a team of 99s after only 2 seasons. The overall result will be that you will have a harder time building your ultimate team, but it will also be more realistic and transparent to you why you were able to sign or not sign players." The factors that play into this are not only the offered money, but also things like, how many players you already have in the same position, is your club going to play in Europe next season, how much mentorship can you offer the player as his manager and so on. First you have to convince the club of the desired player and then you have to convince the player. which players are for sale, but the most time was spent splitting the logic into a two-tiered process. "In terms of the transfer system, there are a couple of key changes, i.e. This will allow users that want to try out the mode for the first time to start with a fully loaded wallet, while seasoned Manager Mode veterans can challenge themselves on a higher difficulty level and work hard towards signing their dream players." "As a little bonus, we’ve added a Board Difficulty level this year which will affect your starting Club and Wage budget.
Ronaldo or ***a were fairly affordable in FIFA 09, in FIFA 10 they will be much closer to the actual transfer and wage values that are being paid for them at the moment." As you’re dealing with a limited amount of money, the new player transfer and wage values come into play. Obviously, they will only grant you more money to spend, if they are happy with your performance. At the end of the year the board will look at your performance and refresh your Club and Wage Budget accordingly. During the season you will make a bit of money via ticket sales and sponsors, but what matters the most is to fulfill your board objectives. You will start with a specific amount of money, which ensures that Chelsea and Manchester City are rich while Bolton or promoted side Burnley don’t have a lot of cash to spend. Club budget will be used to pay for players transfer fees, purchase staff upgrades and so on, while the Wage Budget will pay for your players wages. The board will grant you two different budgets you will have to manage, Club Budget and Wage Budget. Let's start with the financial system, instead of relying on the sponsors, this year the board will be the major source of "income" for your club. Marcel Kuhn - "Definitely, two major reasons for that are the new layers of decision-making in the transfer process and the re-written financial system. Wepeeler - "I'm big into transfers and building ultimate teams. Please post your constructive feedback and perhaps we can get more insight from the dev team on other modes as they are revealed shortly.
I took some time ask MM Producer Marcel Kuhn a few questions regarding my favorite FIFA mode, Manager Mode.