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papinho81
Champions League
@manmachine great post!
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But the fundamental problem will be making teams keep a decent shape and convincing the 10 "inactive" players to actually participate rather than just stand there waiting for you to switch to them.
TL;DR: To have a midfield and buildup you need some players occupying the right space, not a magical hidden game option. Unless that magical hidden game option is literally something like "Prioritise_blocking_passing_lanes_over_marking_the_GK". Anyway I was kinda stuck with this so I'm no longer testing stuff (I might get back to it) unless someone discovers that we can edit the new tactical system, some of its options are simply too dumb and impactful on gameplay.
You can even edit the database to make it so that EVERY team on FIFA presses like Man City. But that wouldn't be fair, because most teams will actually sit back and wait for you.
Final note: the gamplay has many flaws. But with Frosty Editor, the locale.ini file, editing the database and other options, with patience, willingness and a lot of time to edit and test, it is indeed possible to change ANYTHING, to fit ANY preference. (even the curves of the lines of crosses from start to finish, in 10 points, just to mention one).
Drop Back Defensive Tactic
We’ve been hearing the feedback from our community regarding the Drop Back Defensive Tactic, so in TU#5, we’ve made the following change:
To provide more context, prior to this change, every Defensive Tactic in FIFA 20 resulted in defending teams applying various levels of pressure to the attacking team.
- When losing possession and transitioning into the Drop Back Defensive Tactic, the defensive team will no longer apply any pressure to the attacking team.
We can tweak *almost* anything, but I'm after the hidden tactics variables... I'm weird I guess
So where are those "various levels of pressure" according to the pitch notes? If anyone has any clue, it will be a true game changer for me.
Edit: Check out fifa_ng_db, formations. There's also a few other files called 'default_mentalities', 'fieldpositionboundingboxes' and another called 'playerpositionzones' which could be interesting...
We need someone who understands how the heck the fifa db works. I know a thing or two about databases but just looking at it, it seems weird/a mess. Every table should have a unique key, and in the case of 'default_mentalities' it's the 'mentalityid' field. Only problem is that there are 4000 entries and i'm pretty sure there are no 4000 tactical options in the game (and it's not even a unique key as the value 4000 is used for many entries). Are there that many teams in the game and it's just assigning options to teams? Hard to tell by just looking.
Anyone knows of a fifa db editor/viewer that works with fifa 20 and has a search function?
I have basic knowledge from db editing but from 16 mostly.
The mentality Ids are likely teams ids. Each team has its own Id even if many might end up being identical.
You can use rdbm20 to export individual tables in txt directly editable in excel and can be imported back with the tool.
I have experience with processing such tables with R to automate the editing process if needed in the future.
Gave it a go, not entirely sure. I felt like, in the first half of games, I had more time on the ball to pick passes and work my way up the pitch. But then I also found my own defenders would be more dumb than the AI's (getting caught high and out of a good defensive position often)...!I need extra eyes on this one:
http://www.mediafire.com/file/tohdsb64t4arj62/Tactical_Awareness.fbproject/file
It is the ATTR_TacticalAwarenessWeight variable from the gp_positioning_positioning_runtime file.
Entries 0 to 10 are all decreased to 0.1 instead of from 1 to 0.7
I think it reduces the rigidity to tactical adherence. Players are more often positioned where you would not expect them with less one man marking too. Marking is more about marking the danger man than marking the one man the players is supposed to mark. I think it makes for less stereotypic/rigid actions with less big gaps in the middle of the pitch. Pressing by the like of city feels less like all out of position no brainer.
It is by no means a "best" value but rather a test the effect value. I still find it much more enjoyable than default.
Gave it a go, not entirely sure. I felt like, in the first half of games, I had more time on the ball to pick passes and work my way up the pitch. But then I also found my own defenders would be more dumb than the AI's (getting caught high and out of a good defensive position often)...!
It also seemed to make secondary defenders even more useless - so many times I would have a defender in a good pass-lane-blocking situation, but he'd just let the ball go past him when he could have intercepted.
But how much of that is this mod, and how much is this game just forcing 1v1 defending? I can't tell...
But it felt better overall, certainly. And there was a lower shot count than I've ever had before!
I used it today for a couple of games. I quite liked it, it did seem to put players in different positions which made for some more unpredictable play. There were moments where I really didn’t have open passing options which I normally would have had quite easily. I had 2 good 20 min matches using it in conjunction with other mods. Hard to tell quite how much of a midfield impact it has on the pressing situation yet, but in general signs so far are good! .... another improvement in general play.Thanks for trying Chris. I will keep an eye on this.
I wanted to play with it together with the jockey and the offside line one yesterday but could not find the time.
I used it today for a couple of games. I quite liked it, it did seem to put players in different positions which made for some more unpredictable play. There were moments where I really didn’t have open passing options which I normally would have had quite easily. I had 2 good 20 min matches using it in conjunction with other mods. Hard to tell quite how much of a midfield impact it has on the pressing situation yet, but in general signs so far are good! .... another improvement in general play.
I wonder if the 'passing lane' files in positioning could be beneficial here. In theory if we could get the AI to be better at evaluating and blocking passing lane options it might help to create more of a midfield to go with this...It is also what stood out the most to me.
...I think it might be placebo🤣🤣🤣
Yeah, same feeling here. I keep reaching an "enough is enough" point, then I play FIFA 16 for a while and go "this is good, but it's too fast and janky for me to really relax and enjoy it completely". That's when I head back to fiddling with 20.I will try to give it a go this afternoon.
But yeah testing those variable can be tiresome AND boring. There is probably everything to make a good simulation with those files, but they are so many variables likely interacting each others... We should not have to do that in the first place.
Why EA can't release a/several single offline players gameplay(s) like they do for the volta?
I'm sure it makes a good difference (and the passing lanes not being blocked is right up there with my biggest issues with the game, so I'll soon be able to tell you if it's placebo or not)!...I think it might be placebo🤣🤣🤣
...I think it might be placebo🤣🤣🤣
I have a curiosity/hate relationship with the game now. Every time I go back to 16 I find myself getting a more complete footy experience, with physicality, fouls, mistakes, many small moments of magic, challenge in a good way, rewarding moments... So many things that I get so rarely with 20.
I tried to leave the tactical awareness default and up the marking weight instead. It still doesn't seem to impact the midfielders tracking runners into the box. What I can tell from this particular issue is that it's some kind of tactical/zonal problem. The midfielders will just let the opposition run into the box and they'll literally just stop and let them go almost exactly outside the box. It seems as though they're programmed to think that once they run beyond them, they become the 'CBs problem' to mark and not theirs anymore. It's bizarre.As for the tactic awareness mod, I am not sure it improves the things... It makes passing slightly less open but I find that sometimes the user defense get split in unrealistic way with the st alone in the box.
Sorry to keep spamming this thread! That's good to hear it does have an impact on team compactness. I've been reducing some values in 'positioning - runpathblock' with the assumption it may also impact the open passing lanes/build up game. I've played a few games in legendary and I feel again the pitch is much more congested with less space between the players. I played a match just before v Man Utd on legendary and after 65 minutes on a 20 minute match they had only had 1 shot and I'd had maybe 5. I'd never seen a statistic like that before on 20 so there could be some benefit as it did feel like quite a good midfield scrap.I gave it a go and it has an effect. I've found it impact the team compactness in term of width defensively. It makes things more congested but I am not sure it affects the gap between the lines.
Giving this a go now!Sorry to keep spamming this thread! That's good to hear it does have an impact on team compactness. I've been reducing some values in 'positioning - runpathblock' with the assumption it may also impact the open passing lanes/build up game. I've played a few games in legendary and I feel again the pitch is much more congested with less space between the players. I played a match just before v Man Utd on legendary and after 65 minutes on a 20 minute match they had only had 1 shot and I'd had maybe 5. I'd never seen a statistic like that before on 20 so there could be some benefit as it did feel like quite a good midfield scrap.
My thinking is if we can reduce the gaps and tighten it all up a little then a) the ai and myself should be forced to be a little more slow in the build up, b) they should make some more errors (probably wishful thinking for this one) and c) there could be more fouls due to the shorter distances between players (which Chris pointed out recently).
I do feel like we might be making some progress...though slowly and annoyingly! I'd love to be able to add in some additional pass freedom too but those values look very difficult.
Just to clarify again, I'm using the following set-up -
- OS V3 sliders
- Reaction time mod
- Defensive line mod
- No scripting mod
- My foul attempt and V1 ball physics
- Pass quality mod
- Passing lanes test
- and now the runpathblock test (link to runpathblock project here - https://mega.nz/file/VRkDAYAT#Q3wE6rDM36_B1_e7aLEtN5qA8je6mVfIsmCM3yuPobA
Giving this a go now!
Just a quick note - always remember to check the conflicts panel. I only mention this because I've just realised that I'd added your "Driven Pass & Ball Physics" (v1) file, then recreated @manmachine's "quality scalar" fix as a separate mod, and they both use the same file - so they clash, and I would have only been getting the effects of one.
I had the same thing with an early positioning file I'd put together too (based on "defenderbadoffside" values), clashing with @papinho81's most recent positioning mod file (based on "tacticalawareness" values).
EDIT: Jeez, it's crazy to me how the game plays so much better with all these fixes. I throw in @paulv2k4's gameplay locale.ini file as well, and when it all comes together, it's really good.
I really am seeing more variety in my attacks because I'm not able to just run through the midfield and/or dribble past all defenders.
My only wishes are that, firstly, the "pass quality scalar" tweaks did more (as I'm not seeing much of a drop in pass accuracy), but the biggie:
I wish, oh I wish, defenders really stuck close to the people they're marking in attacking situations. I've just conceded a few goals to the AI because they've hit an early cross, the striker runs to the ball, but the marking defender is always 6ft away from the striker. Even when I manage to get manual control of the defender, I'm having that "invisible barrier around the striker" issue, bouncing off the protective ring.
But it's a 100% improvement, truly. I'm away for the next week or so, but when I come back (as long as another update hasn't messed everything up) I'll try a tournament out.
I wish, oh I wish, defenders really stuck close to the people they're marking in attacking situations. I've just conceded a few goals to the AI because they've hit an early cross, the striker runs to the ball, but the marking defender is always 6ft away from the striker. Even when I manage to get manual control of the defender, I'm having that "invisible barrier around the striker" issue, bouncing off the protective ring.
Good catch about the conflicts! I absolutely didn't take it into account in my last testing.
I assumed files were mixed but no, the last one overwrite the first ones.
Also would you mind listing the all these? I would like to give it a go.
My only wishes are that, firstly, the "pass quality scalar" tweaks did more (as I'm not seeing much of a drop in pass accuracy)
but the biggie:
I wish, oh I wish, defenders really stuck close to the people they're marking in attacking situations. I've just conceded a few goals to the AI because they've hit an early cross, the striker runs to the ball, but the marking defender is always 6ft away from the striker. Even when I manage to get manual control of the defender, I'm having that "invisible barrier around the striker" issue, bouncing off the protective ring.
But it's a 100% improvement, truly. I'm away for the next week or so, but when I come back (as long as another update hasn't messed everything up) I'll try a tournament out.
Thank you, I'll give this a go!For now I achieve this adding a few lines to the locale.ini:
RIGHTFOOT=2.0
RIGHTLEG=2.0
RIGHTUPPERLEG=2.0
LEFTFOOT=2.0
LEFTLEG=2.0
LEFTUPPERLEG=2.0
These should "slow down" legs a little bit... just enough for them to make unexpected touches.
Of course you can also consider touching slider "Pass Accuracy" up to 60-65, which impacts the error chances when pass angle increases.
Do both and you will probably find they miss too many passes...
I do play on slow, "normal" is like ping-pong to me, even with the mods enabled. Will give this a go too.Do you play on SLOW? I found playing on slow breaks defending a bit: defenders won't chase strikers aggressively. If you do play on slow, I'd consider lowering the Team Heigth and Width and increasing Marking. That's what I do to counterbalance it all...