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If you click in the right analogue stick on Xbox360, the players top stats come up
It's like this with most things on FIFA, too many pages to look at for info that could be put together on far less...I want to be able to see 2 players stats in juxtaposition (just like PES). I don't mind flicking through 4 or 5 screens to see all their stats so long as I can compare one player with another in one screen.
FIFA does many things well but their tactical options and presentation are weaker and to me, less intuitive than PES. That's probably partly due to the fact I've become so familiar with PES menus that it is second nature now.
- Freekicks need to be redesigned. They seem to have gone for simplicity, but trying to condense the entire art of freekicking to a powerbar and top/backspin seems kind of offensive even.
At the very least, a separate height and power control is needed. That, combined with the top/backspin choice gives us proper choices for shooting.
For example, we could do shots (that aren't even possible in PES which has a slightly more advanced system) where you aim with low height, lots of power and backspin. The ball starts low, and then then slowly climbs as it shoots in a straight line up into the roof of the net.
For players with lesser skills in freekicking (lower FK accuracy or whatever the stat is for FIFA), the aim varies more in terms of how well the player can execute the height and aim/power you want. A poor player might shoot over even though your aim was good, etc. Also making sure that lesser players FK heights are more influenced by the power you add gives another dimension to the system (not only do you need to judge the height needed, you also need to aim slightly lower than you want since giving the shot power power might tend to give the ball more height.
Also really hard shots are harder to curl properly (higher chance of curling off somewhere you didn't want).
The angle of approach could be varied since the way you approach the ball means alot to how easy different types of curls are achieved.
This system, for uniformity and consistency, should be applied to corners aswell (since this system basically allows for all the trajectories and choices you'd have in real life, it's all you need really).
For goalkicks they might not be necessary, since goalkicks generally are struck the same way over and over (but if you desaign a good intuitive system, then definitely apply it to all setplay situations, for the sake of consistency and a realistic approach).
Making sure that there is inherent, everpresent, built-in inaccuracy properly proportioned for lesser and more skilled players (per the "FK Acc stat") will also prevent the AI from scoring constantly as is the trend I've seen when me or my brother is playing. Even very skilled players like Ronaldinho and Juninho need to have some inaccuracy and inconsistency, even if your aim and such are dead on.
- More predictable powers for analog passing/shooting. Not necessarily a powerbar for them all, but having more "linear" and quicker power-fillup for passing etc might make them easier to control. Again, the PC version seems to have this down much better than the Next-Gen interation.
Certainly agree that free-kicks and corners are a big disappointement in FIFA08. They're so one-dimensional. Agree with your ideas for improved shot control.
I would also like to have far more options in terms of player movement at any dead-ball situation. Whilst waiting to kick the ball, the whole pad is virtually free so the buttons could be used for all sorts of things like calling one or both of your CBs forward at a corner or free-kick, and importantly, triggering runs of players in and around the box, or even just around the pitch at goal-kicks. There are plenty of free buttons so they could probably allow at least 4 buttons to trigger some sort of run by 4 different players. I want to see some movement from my guys. It really gets on my nerves at free-kicks when the game is basically set up to force you to shoot.
Incidently, has anyone ever managed top blast the ball at the wall and see it squirm through a gap, possibly deflecting and wrong-footing the keeper? Happens a lot in real life, never seen it happen in FIFA or PES.
I also want to be able to control goal-kicks, both from the ground and from the keepers hands. It seems the power is always decided for you (scripted) and is always exactly the same. The direction seems to be either straight down the pitch in the vague direction of one of your players or at about 45 degree out of play for throw in. What about all the other angles, distances, elevations, kick-power? Why isn't this wholly manual?
It's like some kind of unwritten rule for all computer football games that all dead-balls must be the same in every game. All goals kicks must be the same scripted guff, all corners and free-kicks must be the same, including not being able to play a free-kicks backwards and being forced to have the behind the ball camera view. Why? It's all limited crap yet they all copy each other.
I almost agree about super-cancel although following on from my grievance above, why super-cancel? Because PES has it so FIFA must have it too? Why can't I, at all times, just control the guy I'm supposed to be controlling. Why is the computer taking over control? There should be no moment at all in the match when the computer takes over control of my 1 player! Is it really so hard for EA or Konami to grasp this fundamental principle of gameplay. If I'm not controlling him, I'm not actually playing at all. It's pure script.
Also noticed this when playing 5v5 online that at goal kicks, the computer decides to make your guy run back to his "position". Why? Stop taking over control of my guy, FFS!
That clip you posted dosnt happen in next gen Fifa
That video is from FIFA RTFWC 06... that game was pretty rubbish.
Still, design-wise, my big goal would be a ball-strike system that is completely neutral. The different buttons used now, only decide the general style for the shaping of the foot and such.
for broadside strike, for laces, type strike (shooting primarily, but also hard passes), for more boot under the ball for higher more soaring longballs (also usable for shots).
Analog stick angle decides desired height on the strike (or some sort of gauge you activate as you strike the ball). Different for different strikes, laces srikes generally cannot achieve the same height as longpass strikes etc.
I am also a fan of aftertouch curling (ISS style). It could probably be implemented in a way where it is fairly transparent (obviously it is physically wrong but in this case it is a real-life functionality that is so important for me). Or some other system for curling.
That way, you would have one system in normal play, and when a setplay arises, you just do the same things again (height by gauge or stick tilt, etc).
I can honestly say they have got the shaping of shots and stuff to look very very realistic this year
Oh, and perhaps most important about the AI, get real with the endless long dribbles they go on with immaculate skill and balance. Utterly laughable!
Improved with the new update, AI plays much more human which means they dribble less, lose the ball more, give the ball away more......
Ill update this tommorow as I have to sort through some of the suggestions, Im looking at you trance
Think it will then be pretty close to "complete". Most of us who play the game regulary seem to have added their two cents.
It's completely trivial but the pre-kick-off routine looks really stupid.
At start of match, when the players run out onto the pitch, they shouldn't be doing their warm ups in a line. They would have done all that stuff 20 minutes before kick-off. They should run to their positions, perhaps do some individual stretches, jogging on spot, defenders maybe fire a few last shots in at the keeper whilst the captains should meet at centre circle with the ref to toss coin.
Also, when the team line-ups are displayed and then the names move to show the team formation, that screen finishes too quickly.