Anth's 23 Mods // Gameplay v6.0 Released

Depends on the player. It’s something I’ve looked at a little but not a lot to be honest. I don’t have major issues with the crossing personally as I find there are still crosses in the game, but I will spend more time on it once I’ve sorted out some other things I’m looking at with the mod.
I've noticed some crosses, they do less of that dumb zig zag dribbling in the corner of the penalty area where they should be releasing or even crossing but it's still present. I've noticed the COM do hold onto the ball unessacarily long instead of passing to a free man which means i'm able to simply press them and win the ball back, is that something you can look into, getting the COM to release the ball sooner rather than running themselves into a muck?
This job to get rid of this defensive issue is going to be big guys. It's something that has existed in FIFA for many years and it's extremely tricky. Go on a particular angle with a player, change direction suddenly and you can virtually sprint by anyone. You just need to run away from them and then back across, like an L shape almost and it doesn't matter if it's the best defender in the world against your grandmother, she'll beat them! You can't do it 100% of the time, but it's all too often unfortunately and is essentially a huge bug in the game.

It's not a mod issue, it's not a slider issue, it's very much an EA issue - and a legacy one at that.

For the sake of conversation, there is a similar one on PES 2021, it's not quite the same but running on a horizontal angle kind of prevents the CPU defender engaging you a lot of the time..

Working on a fix, but this is the biggest challenge yet. I don't really want to move forward with other adjustments until I can sort this out.

Stay tuned!
Yeah the pressing from the COM is much better especially in midfield, it's just the dumb situation where you run near anyone in that back line, they just don't engage you or show any determination in closing you down allowing you free reign through on goal. It's so deflating.
Designed for default/legendary, but do what works best for you.
I've cranked the power speed up to 70 just to get rid of those really spongy light passes that seem to happen because the Power Bar just takes too long to fill up for me.
 
I've noticed the COM do hold onto the ball unessacarily long instead of passing to a free man which means i'm able to simply press them and win the ball back, is that something you can look into, getting the COM to release the ball sooner rather than running themselves into a muck?

I quite like this aspect personally as I find it slows the game down. Otherwise you have them playing crazy tika-taka passes, especially in attack.

Yeah the pressing from the COM is much better especially in midfield, it's just the dumb situation where you run near anyone in that back line, they just don't engage you or show any determination in closing you down allowing you free reign through on goal. It's so deflating.

For the most part I don't feel the defensive line particular are less active than anyone else. 1v1 hasn't disappeared though....

I've cranked the power speed up to 70 just to get rid of those really spongy light passes that seem to happen because the Power Bar just takes too long to fill up for me.

Yeah powerbar for sure is a good call, on manual I would say its a necessity. I did work a lot on taking away the low end of the passing so there's less of those frustrating underhit ground passes.
 
I quite like this aspect personally as I find it slows the game down. Otherwise you have them playing crazy tika-taka passes, especially in attack.



For the most part I don't feel the defensive line particular are less active than anyone else. 1v1 hasn't disappeared though....



Yeah powerbar for sure is a good call, on manual I would say its a necessity. I did work a lot on taking away the low end of the passing so there's less of those frustrating underhit ground passes.

Is there a way to adjust how long they hold onto the ball to pass based on attributes? It would be cool to have teams with very good passer on the ball have a higher tempo in passing.
 
Is there a way to adjust how long they hold onto the ball to pass based on attributes? It would be cool to have teams with very good passer on the ball have a higher tempo in passing.
Yeah there is. I don't really find it to be an issue personally, I think it's a positive. I feel like the tempo is actually better than default and isn't too slow, especially for 10 min halves, but I'll re-visit it once I've made some progress on this defensive problem.
 
Last edited:
Update on the defensive issue - small signs of progress. There's a chance it's fixable or a least able to be minimised based on some of the tests I've done today. I have improved it a little, but still work to do. I've also re-worked some of the speed issues and have slowed the game down more. Testing still needed though, so no sign of an update this week unfortunately.
 
I have come to accept that we cannot get perfection until and unless we have 1v1 removed and get a more revamped animation system.
Exactly. I've said it a million times but 1v1 is THE worst feature EA have brought in. I do think Hypermotion's 11v11 has helped this in SOME ways to offset it. 22 NG and 23 aren't as bad in this regards compared to what we had in FIFA 21 for example but it needs to be removed completely, at least for offline.
 
Exactly. I've said it a million times but 1v1 is THE worst feature EA have brought in. I do think Hypermotion's 11v11 has helped this in SOME ways to offset it. 22 NG and 23 aren't as bad in this regards compared to what we had in FIFA 21 for example but it needs to be removed completely, at least for offline.
Can the 1v1 gameplay be "removed", or is it not the case that the 11v11 gameplay has been "removed" (i.e. a true teamwork-based AI that was allowed to take defensive actions that mimic real-life defending by itself, instead of being completely nullified so that there's no "AI assistance")?

Definitely feels more to me that the AI defending has been deleted, and getting it back won't simply be a case of "disabling" 1v1. I think it might be gone forever.
 
Can the 1v1 gameplay be "removed", or is it not the case that the 11v11 gameplay has been "removed" (i.e. a true teamwork-based AI that was allowed to take defensive actions that mimic real-life defending by itself, instead of being completely nullified so that there's no "AI assistance")?

Definitely feels more to me that the AI defending has been deleted, and getting it back won't simply be a case of "disabling" 1v1. I think it might be gone forever.
Not sure how’s it been implemented, but an off switch would be great. Either way it needs to be replaced haha.
 
Exactly. I've said it a million times but 1v1 is THE worst feature EA have brought in. I do think Hypermotion's 11v11 has helped this in SOME ways to offset it. 22 NG and 23 aren't as bad in this regards compared to what we had in FIFA 21 for example but it needs to be removed completely, at least for offline.
what is 1v1 ?
 
what is 1v1 ?
It's basically where no other player on the defending team is allowed to engage with the threat around them other than the human controlled defending player basically making everyone else on your team intentionally avoid reacting to an opportunity to assist you pressing or closing down the way a team does in real life.

It's an intentional design choice of EA to supposedly remove any AI automation primarily for online to make it purely based on the skill of the human player to attack and defend, but the reality is in football, it's impossible to defend an attack with just one defender especially while the attacking teams supporting runs aren't 1v1 and are automated.

The common complaint is it totally unbalances the entire game and especially when 1v1 serves even less purpose when playing offline, it just totally unacceptable and ruins the entire experience of simulating the art and fundamentals of real football.

It's like a racing game where no other cars are allowed to over take you giving you the largest margin for error. Where's the skill and challenge in that?
 
It's basically where no other player on the defending team is allowed to engage with the threat around them other than the human controlled defending player basically making everyone else on your team intentionally avoid reacting to an opportunity to assist you pressing or closing down the way a team does in real life.

It's an intentional design choice of EA to supposedly remove any AI automation primarily for online to make it purely based on the skill of the human player to attack and defend, but the reality is in football, it's impossible to defend an attack with just one defender especially while the attacking teams supporting runs aren't 1v1 and are automated.

The common complaint is it totally unbalances the entire game and especially when 1v1 serves even less purpose when playing offline, it just totally unacceptable and ruins the entire experience of simulating the art and fundamentals of real football.

It's like a racing game where no other cars are allowed to over take you giving you the largest margin for error. Where's the skill and challenge in that?
I wouldn't like it, but I could at least handle it if it was just my team. The worst part about it for me is the fact the CPU is also being governed by the same thing.
 
Good news guys - the new base is set and it'll be the best one yet!

From my extensive tests I've managed to really improve that defensive bursting issue and this was my primary focal point of this update. It's not 10000% out of the game entirely, but it seems to be much, much more contextual now and if it isn't then it's a lot more rare. There's also a lot of factors that come into play to offset it even when it does occur.

I want to be clear that it's not going to be the perfect game - that's not my intention at all. 1v1 exists remember.

However things to expect in this update -

- A lot more physicality.
- Defenders are much more difficult to beat now - but they are most definitely beatable.
- The game is slowed down a lot more compared to previous versions
- I've balanced and refined speed of movement/dribbling ability/turning speeds etc a lot more to reflect real world players abilities. I think in the last update, slower players could still move too fast.

I haven't slowed the game down to a point though where it's slow and sluggish as I still want the fluidity and the intensity in interactions (and I don't want the game to break, so finding the right values are absolutely key here). The balancing is relative. For example if you try and dribble or even turn in defence with a big, slow CB, then the chances of you getting stripped of the ball are far greater now. Opposing this - strength matters much more now, so you can rely on your bigger players to be a lot more robust and to use their strength as an advantage.

I feel v3/3.1 was more midfield focused and v4/4.1 was more athleticism - v5 will be a slowed down combination of the two, where approach matters because of your players abilities.

I really am trying to bring in a depth to the gameplay where you need to think about your approach based on the players abilities you have on the pitch.

It's not quite there yet, but hoping to release early next week.
 
Last edited:
Any change on crosses in the future updates?
Because the number of crosses are still very low on 10min half matches
 
Any change on crosses in the future updates?
Because the number of crosses are still very low on 10min half matches
Hey, sorry I missed this message. Haven’t spent any more time on crosses yet. Still working on some fundamentals before next release.
 
How's the update going @Anth James - Did the TU#12 cause a bit of a delay in progress I imagine? Have you noticed anything from the update that impacts your gameplay in anyway?
I was meaning to post about this actually. The new TU12 hasn’t created any new issues in terms of the mod, so it’s not that.

I’ve made some progress that I’m really happy with, but I’m actually working on trying to fix a couple of core issues in the gameplay and it’s proving to be a very difficult task. I have been consistently working on the update, but progress has slowed considerably. I’m sticking with it though, because if I can sort them out then it will be a massive step forward, but as it stands an update could still be a while off.
 
Last edited:
Hey guys, sorry for the lack of communication. I have still been working on the mod in the background, trying to sort out some particular issues.

After literally hundreds of tests, I think I've finally managed to balance what I was trying to. This isn't to say I've fixed all the issues with the game and it's perfect now - but I've finally made some positive progress! The game is much more physical and solid in terms of interactions now, as well as being slower. Hoping to refine and build from here and not run into the same issues again. If that's the case then hopefully I'll have an update out sooner rather than later. I've been quite busy with work and haven't had as much time as I would like to work on this, but I'll try and get this out as soon as possible.

Oh and those wanting a 4.1 version for TU12, I'll do that today when I get a chance too!
 
Hello.

Can I just use your mod with the already ongoing career mode save file? Or is it recommended to start new career mode?

Thank you.
 
We're getting there now! Here's some footage of what I think will be v5.0.

I've used a different camera angle for this video so you can see the gameplay a little more clearly. There's some nice little positional tweaks in here which help to balance out the midfield quite well. I know I always say this, but 1v1 isn't magically gone, so don't expect that, but I have made certain adjustments to try and offset particular issues with the core gameplay.

Hopefully you can see by the footage that the gameplay is slower, without being sluggish. When I say the physicality is increased, I mean that with default FIFA on the Frostbite engine there's so many times where players don't meet the way the should in the dual. I've worked a lot at trying to increase that so that you really need to be more mindful of running into players etc. You can defend more with your positioning this way and this then has a knock-on effect of improving lots of different elements within the gameplay in various ways.

Anyway, there's lots of changes made in this version for all sorts of reasons, but I'm very much enjoying the game again now as a result. I feel it's balanced much nicer so that individuality matters but athleticism/speed doesn't mean everything.

Still in the final stages of testing, but hoping to release in a day or so!

 
We're getting there now! Here's some footage of what I think will be v5.0.

I've used a different camera angle for this video so you can see the gameplay a little more clearly. There's some nice little positional tweaks in here which help to balance out the midfield quite well. I know I always say this, but 1v1 isn't magically gone, so don't expect that, but I have made certain adjustments to try and offset particular issues with the core gameplay.

Hopefully you can see by the footage that the gameplay is slower, without being sluggish. When I say the physicality is increased, I mean that with default FIFA on the Frostbite engine there's so many times where players don't meet the way the should in the dual. I've worked a lot at trying to increase that so that you really need to be more mindful of running into players etc. You can defend more with your positioning this way and this then has a knock-on effect of improving lots of different elements within the gameplay in various ways.

Anyway, there's lots of changes made in this version for all sorts of reasons, but I'm very much enjoying the game again now as a result. I feel it's balanced much nicer so that individuality matters but athleticism/speed doesn't mean everything.

Still in the final stages of testing, but hoping to release in a day or so!

Sorry for the off topic but what tuf mod are you using rn mate? It looks great actually.
 
Back
Top Bottom