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Some cars take your breath away. Only one gives it back.
BillyFlo81 (08-06-2019)
AlexandrosQV (08-06-2019)
Hey FIFA fans,
As a follow up to our latest Pitch Notes article we wanted to give you some more insight into a few of the main topics that the community has raised as a response to what's been published. We've heard that you've loved the transparency and early looks, but raised questions surrounding Timed Finishing, Goalkeeper Movement and Chained Skill Moves. We invited the gameplay devs to share their perspectives into some of these points to add further context, and you'll be able to see their responses below.
Timed Finishing
Timed Finishing was introduced in FIFA 19 to create more depth in the shooting mechanics while increasing the skill gap to differentiate the good players from the best players, and this philosophy remains unchanged.
Our data shows that players who spent time practicing the Timed Finishing mechanic are getting significantly better shooting results than players who did not invest the time to master it, and this is already a step in the right direction in terms of skill. It also tells us that even the best players are unable to execute green timed shots on every timed shot attempt.
Composure in football is very important when shooting, and Timed Finishing in FIFA represents that concept. Instead of just relying on muscle memory we are encouraging you to analyze the game (in a split second), decide whether to use this mechanic or not, and then compose yourself to execute it properly.
Whilst evaluating the feedback given around Timed Finishing, we discovered certain imbalances in the shooting system that were completely independent of Timed Finishing. To explain a bit further, some difficult shot contexts were producing unrealistic results by being more effective than they should have been, and green timing these shots was simply amplifying the underlying problem.
Timed Finishing puts extra control in your hands, and it gives you as a user the ability to increase the speed, add curve, and slightly reduce the error percentage when performing a shot.
The goal for Timed Finishing is not to overcome poor shooting decisions or difficult shooting contexts. In fact, the situation in which you shoot should matter more than ever when deciding whether you time your shot or not. And if you decide to time it, and get it green, you will be rewarded but not to an unrealistic extent.
Shots in difficult contexts, for example a first time 135 degree shot, moving backwards from outside the box should have low chances to be scored even if you time it green. Another aspect is that aim/power still matters, so overpowering a shot can’t be compensated by green timing it.
In addition to fundamental changes to the shooting system that we are doing this year, we’re also making some changes to the timed finishing mechanic itself to ensure a more balanced shooting experience and that the mechanic continues to be just a modifier/influencer to the outcome of your shot.
A few points we’d like to call out:
Timed Finishing puts an extra layer of control in your hands and our early community feedback has confirmed that it makes shooting more satisfying when timing green. As always, we'll continue to take feedback from players and adjust as necessary.
Taking away (or removing) shooting control from the player would be a step backward on game depth.
The green timed window will be slightly harder to hit, and when hitting it, the error reduction will be slightly smaller - which means the risk will be higher.
The option to turn the feature off will still be there.
We will continue listening to player feedback regarding Timed Finishing, but first want to ensure we get the changes into our players' hands and get a wider scale of feedback.
Manual Goalkeeper Movement
In order to provide a more authentic experience, the team has modified the Manual GK Movement to simulate the ‘Anticipation’ type of movement seen in real world goalkeepers. Often goalkeepers try to anticipate shots and are re-adjusting their position based on their understanding/prediction of where the shot will go.
In FIFA 20, the Manual GK Movement will be much slower, only allowing you to move one or two steps in the requested direction, instead of full reach across the goal. The improved Manual GK Movement should emphasize the risk/reward aspect of the mechanic, anticipate it wrong and you will have more chances to concede a goal.
In addition to these changes, we're also making sure that the Goalkeeper manual controlling will be aligned with that of the shooter controls - meaning that, if controlling the GK, your manual inputs will lock once the shooter's shot direction has locked.
The feature will feel much different from FIFA 19, so we are excited for players to try it and provide further feedback.
Chained Skill-Moves
After the article at the end of May we heard many comments in association with the 'chained skill-moves' update. One of the reasons that we shared these details so early is to take in your feedback and apply it to development. The team is working through the details of this mechanic right now - like what skill moves will be affected and how attributes will impact the mechanic, etc.
Ultimately, we want to provide an authentic experience for both the attacker and the defender without taking away any options from the player’s hands. Chained skill-moves are not authentic to football and we are working to bring this mechanic closer to real life.
More info to come later as the team continues to investigate how to best accomplish this.
Pre-Launch Pitch Notes Roadmap
Hopefully today's article has given some more context to some of your top concerns on what we've addressed thus far.
Now knowing how we're addressing some of our gameplay concerns heading into FIFA 20, we also wanted to acknowledge those asking for more information on changes and innovations coming to other elements of FIFA 20. One clear piece of feedback we've received is to have more clarity around when you can expect to get more info on your favorite mode, and new features.
Below is an early look at when you can expect deep dives into certain features and modes here on Pitch Notes. These timings could potentially change, but we'll keep you informed if changes do occur. Next up, we'll chat further about gameplay, but this time diving into new mechanics and additions to FIFA 20. Later in the summer, we'll define changes coming to Career Mode, Pro Clubs, FUT and VOLTA.
Hey FIFA fans,
As we get closer to EA PLAY and upcoming product announcements, we wanted to provide an update on FIFA's gameplay and shed some light on gameplay fundamentals we aim to improve on FIFA throughout the next product lifecycle.
We've been listening to your feedback throughout the year, and wanted to address some of the areas that you’ve asked us about across channels, and why continued gameplay changes weren't addressed in the past few patches.
We also want to share some early thoughts on what we have been working on for the future. Hopefully this effort will address some of your most asked questions, as well as bring some clarity on how your recent feedback is getting prioritized and worked upon - to be clear, everything discussed below is not being patched in FIFA 19, but will be worked upon for the next iteration.
While we'll cover core gameplay mechanics in this article, we also want to acknowledge our continued efforts in addressing concerns around gameplay responsiveness online. This area will be one that is continually monitored and we will provide further updates as we take actions in this area. While we'll cover feedback to current gameplay here, it's important to note that we'll have more to share on new gameplay features in the near future, as well as more information on how we're looking to innovate in areas such as Career Mode and Pro Clubs. We've heard your feedback and we will have more to share around mode improvements and additional features, soon.
Gameplay Updates/Patches
Every year, the gameplay team does what it can to tune and adjust gameplay throughout the year - bringing major updates, new mechanics, new modes, and new gameplay features for every new iteration of FIFA. With the advent of online/multiplayer options, and consistent feedback from the community, the team was able to tackle issues by 'patching' certain areas of the game that were not working specifically as designed. As the years progressed, live content became more and more important to each and every title. From small βhot-fixesβ to content updates containing assets for new campaigns, different items, starhead changes, and concurrent squad updates, patches have become more constant and valuable to our communities.
When it comes to specific gameplay fixes and patches, it's a more complex issue. There are multiple player segments whose feedback we take into consideration - pro players, core players and casual players. Within each version of FIFA, we try to strike the correct balance between accessible and skill-based gameplay, and also give room for us to tune with gameplay patch updates when possible.
Although we always make an effort to deliver a refined gameplay system, there are certain changes that become more difficult to address mid-cycle. Take FIFA 19 and AI Defending as a key feedback example. AI Defending has broad impact on multiple in-game mechanics. In order to tune AI Defending appropriately, the team needs enough time to adjust for the impact it will have on other functions on the pitch. This is unlike First-timed Shots accuracy, which are an isolated mechanic that can be tuned without impacting other areas of gameplay.
Feedback From The Community
We are already taking steps to prioritize community feedback earlier in the development process. This year we have begun in-house feedback sessions, earlier than ever before, and have embedded both Game Changers and Pros into this process to ensure we're hearing from a wider perspective of players within our community. It is important to note here that FIFA's community is vast, and we receive feedback from many sources, sometimes feedback that differs greatly from each other. The goal, as we move into the next iteration of FIFA, is to raise the overall quality bar and spend our time addressing core gameplay concerns that you've been asking of us.
Current Gameplay Priorities
After numerous feedback sessions, and by gathering direct feedback from players across forums, surveys, content and social channels, we were able to deploy patches to address some of the concerns in the early stages of FIFA 19 like: Jumping Volley Kicks, mid-game Dynamic Tactics, First-time Finesse Shots, Defensive Pressure, Near Post Shots, AI Teammate Shot Blocks, Tackling Speed, Stamina on Defensive Constant Pressure, further tuning of Shooting and Skill Moves, Timed Finesse Shots, Timed Shooting Window, and Goal Keeper Movement.
Below, is a list of additional community requested features/mechanics and tuning that the team is working on and will be prioritized for our next product iteration:
A.I. Defending
Many efforts are being made to create a better experience for players when it comes to AI Defending and AI Teammate movement/positioning/reactions, as this was continuously mentioned and requested by our players for the next version of FIFA:
Renewed Defending System the defending systems are being renewed, with revised positioning and adjustment to the cadence and flow on the pitch. Manual defending will be emphasized and result in more rewarding results for those who do so.
Planned Tackling is a new system that favors manual tackling by making sure that the defender that tries the tackle does so in a favorable context to your team (like recovering the ball or kicking the ball to a nearby teammate when tackling, for example).
Contain and Secondary Contain Effectiveness will be reduced, keeping the positioning of players/AI Teammates at a further distance and having a slower reaction to directional changes from the dribbler, rarely resulting in an auto-tackle or an auto-block. This will make manual defending not only more effective, but also more rewarding.
Improved Jockey System will be implemented with more agility and precision, rewarding players that decide to take control of their defenders.
With these varied systems and mechanics, we expect that our players will feel a difference when it comes to AI Defending, which was a point of community concern during FIFA 19.
1v1 shooting Consistency
The team has put a lot of effort into improving circumstances where a player finds themselves in an easy 1v1 situation against the Goalkeeper:
1v1 Shooting Accuracy will be improved, resulting in more shots on target and better consistency in easy situations inside the box.
Open Goal Situations will also be addressed, and will see players being rewarded for 1v1 situations and creating greater chances of scoring βeasy goalsβ - as pointed out in many community examples.
Goalkeeper Reactions will also be tuned - specifically against 1v1 situations - resulting in less 'superhuman' reactions, which will humanize the goalkeepers movements and result in better scoring opportunities for the attacker.
Outside of the Foot Shot situations will be improved and should only happen for players with the Outside of the Foot trait.
Shot Elevation/Power Tuning will allow for low powered shots to result in shots similar to Driven Shots, creating more consistency, and resulting in better scoring opportunities.
Timed Finishing
There's been a ton of feedback on Timed Finishing - a new mechanism that was added to FIFA 19. This mechanic will be further tuned and addressed through the feedback of many within the community:
Green Timing Window for timed shots will be reduced (from 2-4 frames to 2 frames for all shots), which will make it harder and require more skill to perform.
Timed Shot Accuracy will be tuned to result in slightly less precise shots, although Green Timed Shots will still be more accurate than 'non-timed shots'.
Difficult 180° shots will be tuned to result in less powerful shots, even when timed perfectly.
Volley Crossing and shooting
The effectiveness of volley-crossing (or lob-crossing) a ball and volley-shooting a ball is being reduced in the next iteration:
Increased Difficulty and Error - Crosses coming from lob balls/volleys will have less accuracy and more variable results.
2-Player Headers will have more variety as players jumping/colliding for the ball mid-air will make it more difficult for the attacker to score in such situations.
Decreased Volley Shot Accuracy - Shots originating from a volley shot will have less accuracy and more variable results.
The team has worked on these specific mechanisms by deeply investigating several videos and examples sent by the community and pro players on FIFA 19 throughout the year.
Chained skill moves
One of the top issues raised by the community during FIFA 19 is the βchainingβ of skill moves that would result in an overpowered tactic that can be very hard to defend against. The team has tackled this feedback by adding error to consecutive skill moves, increasing the likelihood of the player losing control of the ball. Error is increased exponentially when chaining more than 2 skill-moves, making each subsequent skill move more error prone than the last.
Complex skill moves, likeEl Tornado or flick-ups for example, will be more error prone in general, increasing the chances for the player to lose control of the ball during the skill move.
Set-Piece positioning
Players have come forward pointing out that many times a shorter defender would be marking a taller attacker or that a dangerous attacker is not present in the box. The team has been working on improving the intelligence behind these situations, which should result in more realistic marking/positioning when defending or attacking set-pieces in the future.
Manual Goalkeeper movement
The effectiveness of manual GK movement is being heavily reduced in the future, with a slower and more realistic move speed. Players controlling the goalkeeper using right-stick manual movement will now have to commit to a direction, enhancing the risk/reward element. We have already received feedback from both core and pro players during our last feedback sessions and feel confident the changes will address the concerns with the mechanic.
Passing
Players have provided feedback on passing mechanics throughout the FIFA 19 cycle. Here's how we're addressing moving into our next product:
Increased Error on Difficult Position Passing - 180 degrees, first-time, and pressured passes situations will now result in slower/weaker balls, making them less effective and easier to get intercepted by the opposing team.
Increased Accuracy for passes in very easy situations; non-pressured, body-positioned, and no obstacle passes will result in an increased accuracy pass for these types of situations.
User Controlled 'Dinked' Passes will be a new option for ground and through passes. 'Dinked' passes are slightly elevated passes used to avoid a defender's leg. These types of passes will no longer be contextual and will only happen if executed manually through this new mechanic.
Driven Pass-and-Go mechanic will be enabled as another passing option, resulting in a stronger pass-and-go and more mobility/positioning while attacking. As a result of this change, the βmanual passingβ mechanic that was available through this button-combo (L1/LB+R1/RB+Pass) will no longer be available in the future.
Player Switching
Players have provided feedback throughout FIFA 19 that, in some instances, a player would be locked to a loose ball and they weren't able to switch players whenever this would take place. The team is working on improving these situations, as well as adding clarity to the assisted switching mechanism, that will now show an option for automatic switching on Air Balls + Loose Balls situations.
Players also provided feedback that switching didn't always select the correct player. The team is working on improving the accuracy of switching in numerous situations, including air balls, deflections and crosses. The team is also working on making the right stick switching as consistent and reactive as possible, as well as improving the intelligence between automatic switching of players closest to the ball.
Last edited by alan sirer; 20-06-2019 at 19:37.
BillyFlo81 (21-06-2019)
BillyFlo81 (27-08-2019)
Πως σας φανηκε το demo;
Εχω να παιξω κανα 2 χρονια φιφα και μου φανηκε πολυ βελτιωμενο το παιχνιδι. Τοσο που ενω ημουν κοντα στο PES καταληγω παλι σε Fifa, αν αγορασω καποιο.
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AlexandrosQV (14-09-2019)
δλδ θα αλλαξει προς το καλυτερο η χειροτερο?
Επισης στα icons εχει Zidane φετος, θα μπορω να εχω τον παιχτη μονο στο FUT?
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PDS (14-09-2019)
Βγήκε με ea access για trial 10 ώρες. Προσοχή δεν τρέχει σε άλλο account εκτός από αυτόν που έχει την συνδρομή
PDS (20-09-2019)
Εγώ το είδα γενικότερα ίδιο με το demo αλλά σίγουρα από βδομάδα σκάει το patch
Παιδιά, προσοχή μη τυχόν ξεφύγουν τα πράγματα και ο γυναίκες παίξουν και μπαλίτσα, σε τι κόσμο θα μεγαλώσουν τα παιδιά στα χωριά
Υπέροχος Γρυπάρης!
Στο κλίμα της εποχής λοιπόν, το FIFA 20 «βρωμάει» Social Justice Warrior-ίλα. Αυτό γίνεται εύκολα αντιληπτό από την μεγάλη παρουσία γυναικών στο νέο Volta mode (σε ποσοστό σχεδόν 50%) που παίζουν με άνεση δίπλα στους άντρες, μέχρι και την παρουσία γυναικών προπονητών στην οθόνη επιλογής προπονητή του Career mode.Αυτή η αντίληψη ότι πρέπει με το ζόρι, με το έτσι θέλω, να είμαστε multicultural και inclusive, καταστρέφοντας την εικόνα ενός παιχνιδιού, ποτέ δεν την κατάλαβα. Λες και όταν πηγαίνουμε γήπεδο οι μισοί οπαδοί είναι γυναίκες. Λες και όταν βγαίνεις στις αλάνες και στους δρόμους και βλέπεις μπάλα, οι μισοί παίκτες είναι γυναίκες. Λες και στα γυναικεία πρωταθλήματα χωρών τα γήπεδα γεμίζουν.Φτιάξτε τώρα την εξής εικόνα στο μυαλό σας. Τα μικρα παιδιά ανά τον κόσμο που ζούνε σε χωριά, θα έχουν την ψευδαίσθηση ότι στις μεγάλες πόλεις οι γυναίκες παίζουν ποδόσφαιρο με τους άντρες σε ποσοστό 50-50 ή ότι υπάρχει ένα μεγάλο ποσοστό από γυναίκες προπονητές. Το να υπήρχαν 2-3 γυναίκες παίκτριες στο Volta και μία προπονητής στο Career mode το καταλαβαίνουμε, εδώ όμως το πράγμα ξέφυγε αδικαιολόγητα.
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