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Fifa10 (PS3, Xbox360)


anamenos

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Θα υπάρχει κάτι καινούριο ή απλώς θα είναι ένα βελτιωμένο FIFA09?Να ρωτήσω και κάτι τώρα για το FIFA09..Οι καιρικές συνθήκες είναι random?Τόσο καιρό παίζω και δεν έχω δει λίγο χιόνι..

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1)θα υπάρχει 360 movement

 

2)Πολύ καλό manager mode , κοντά στα επίπεδα του LMA manager...

Δημοσ.

E203.jpg

Presenting E203, starring the first look at FIFA 10 and the story behind how EA finally beat Pro Evo to create the best football game, due in UK shops June 4.

 

Though EA has always been able to throw official kits, league licences and surgically selected soundtracks at FIFA, Pro Evo has always been the critical darling, relying on game design instead. With FIFA 09, however, EA finally tipped the balance. We spoke to FIFA's producer, David Rutter, chief engineer Gary Paterson and vice president of EA Sports, Andrew Wilson, to find out how they reinvented their vision of how football can be played through technology.

 

 

αντε να δουμε αν θα συνεχισουν την καλη δουλεια.

Δημοσ.

Hey guys,

 

First of all, just to clarify, I am a Gameplay Producer for NG consoles only (360 and PS3). A big part of my job is designing the Gameplay features we want to add/fix for FIFA10 and drive those throughout the production cycle, so it is always interesting to see what ideas and concerns about the Gameplay part of the game. I'll try to answer some of your concerns about other areas (i.e. Game Modes, online, etc), but will try to stick to the Gameplay part of it.

 

Anyway, let's cut to the chase. There are tons of good ideas and feedback here. It would be too difficult and time consuming to reply to all of them, but I'll touch of some issues below.

 

Manager Mode: Many of you hace suggested several improvements for Manager Mode in FIFA10. While we won't be able to address all of them this year, I can tell you that many of the issues you mentioned will be solved for FIFA10. We know that Manager Mode is one the most important Game Modes in the game, and as such it received a lot of attention from the development team this year. This means having more realistic results in sim matches (i.e. more realistic league table); having a more compelling transfer system; improved atmosphere, player growth, and many more. In the end, it is a matter of prioritizing and have a plan that will continue to improve MM not just in FIFA10, but in all the FIFAs to come.

 

Flick Passes: We are constantly trying to improve our passing system, and part of it is adding variety. Last year we implemented swerve on through balls, so that skilled passers could play more effective through balls. Flick passes are definitely part of the game. What we have to ask ourselves is whether we want them to be contextual (such as back heel passes in the game right now) or using the R1 or RB modifier as suggested by Superman92.

 

Ball Physics: We made changes to the Ball Physics last year, and it became what I think is the most realistic Ball behaviour in-air that we have had. However, there were a few problems that we did not have time to fix, such as the ball bouncing too fast after it hits a player. We are working this year to polish this feature and fix issues such as this.

 

Defensive Line height: Very good point. We always need to have a balance between defending and attacking. At the moment, the attacking team has an edge when it comes to ground and lofted through balls. I think part of the problem is that the defensive line defends too high at times, and that our lofted through balls are too accurate. We are definitely aware of this issue and we hope that it will be much improved for FIFA10.

 

Stamina and attributes: We already have long-term and short-term stamina. Also, stamina has an impact on certain attributes and CPU AI decisions. That said, there are still several Gameplay features that could use the impact of stamina. Let me know what specific aspects of the game you think should be affected by it...

 

 

General Gameplay: Very good suggestions here. As I mentioned before, there is only so much we can do in one development cycle, so we won't be able to address all of the concerns at once. That said, in FIFA10 we hope you get a much better gameplay experience through improvements in all of our areas: CPU AI, set pieces, physical play, defending, positioning, GK, etc...

To touch on some of the spefic comments below...

You can already bring the GK up for a corner if you are losing by 1 or 2 goals in the last 5 minutes of the game if you change your mentality to Very Attacking.

We will try to improve the context in which back heel passes are performed, and this includes using them more in the right situations.

Difficulty level is always a tricky one. We want to make the game accessible for rookie gamers, and challenging and rewarding for experienced ones. Do you guys think it is too difficult or too easy in specific difficulty settings?

 

-The training mode is back to help new players.

-The passing is more precise and players will throw themselves at the ball to clear it with a header.

-The ball physics have been improved.

-In Career, to sign big players you have to meet certain criterias, you have to have a certain prestige at your club, whether you'll qualify for Europe, and how good you are as a manager.

-Age is now a crucial factor with the players.

-AI is improved so the computer players will now cover open spaces.

-There's a new dribbling system, players can change direction quicker.

-Defenders are smarter and will do everything to stop you.

-Game speed has been slowed down to stop incessant attacking and defending.

-Attacks have to be built up a lot more than in previous installments.

Δημοσ.

Urgency - Adding over 50 new movement cycles and a new urgency AI logic that drives more responsive player positioning. This includes concepts such as marking and space threat to improve the authenticity of our players movement keeping them focused on the ball and moving at a speed appropriate to the context of the action.

 

Details include improved player orientation when collecting the ball and an ability to keep the game balanced and in motion.

 

Trapping – Improving player’s intelligence by giving them an awareness of where the easiest, most natural trapping position is. Increases responsiveness as players are able to get the ball on the ground and under control easier and faster.

 

Details include improved control over the ball, improved ball distribution, and a reduction in missed traps.

 

Positioning – Introducing more advanced defensive positioning concepts such as position priority which allows defenders to multi-task resulting in more intelligent covering logic. Positions are covered when dangerous spaces are left by an out of position teammate. In attack, players will analyze space more effectively, curve their runs in an attempt to stay onside, create passing lanes and drive for more variety in attacking options overall.

 

Details include more intelligent (ie curved) player runs when both attacking and defending. Attackers make smarter runs to create space and defenders now take the smartest (fastest) route to defend an oncoming attack.

 

Passing – Improving the analysis of space and the threat of putting the ball in that space. This leads to an improvement in through ball passes that will give the receiver more options and allow him more time to outrun his defensive marker.

 

Details include fluidity when both making and receiving a pass. Utilizing space more efficiently makes the game play more smoothly.

 

Shooting – Refining our context sensitive shooting system using a tool that allows us to recreate in-game situations and ensure that the different error factors have the correct effects on the ball trajectory, thus creating varied, authentic, logical shots.

 

Details include real world physics. Tweaking and tuning Reynold’s and Magnus values allows FIFA 10 to achieve the best and truest ball physics ever. Also fixed is the problematic and frustrating “hitting of the woodwork too often”.

 

Defending – Improvements to slide tackle targeting (ie giving more reach to good players and trying to avoid tackling through the dribbler), press marking, and adding better effort clearance logic (ie sliding to block crosses, overhead kick clearances) will give the defender more options. Counterpointed by a less forgiving standing tackle will make defending a more tactical skill in FIFA 10.

 

Details include improvements to slide tackling, press marking and effort clearances. Holding down the standing tackle button will no longer result in an instant steal. Defense is more tactical than simply pressing and holding tackle.

 

Goalkeeping – A myriad of improvements and refinements including: Improving the GK’s perception of where he can intercept a loose ball, the urgency at which he should do so and his movement style. This results in a more responsive and more powerful rushing system. New animation warping technology will allow us to control the GK’s save momentum and ensure that his saves are realistic to create variety in scoring as his positioning and momentum will play a greater factor in his range of saving.

 

Details include a major goalkeeper overhaul. Overall keeper intelligence has improved. Gone are the half-line kick-off goals. The keeper now has the abilities to get down low on low, hard shots, and to tip or punch chipped shots. He also has the ability to dive, get up and still react to another shot on goal. Overall keeper movement is much more fluid.

Δημοσ.

κάτι δεν μου αρέσει σε αυτές τις ανακοινώσεις , μου θυμίζει την παλιά EA , ελπίζω να με διαψεύσουν και πράγματι το παιχνίδι να το εξέλιξαν

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