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Well I win more penalties than I concede so I'm happy with it, although it does get a bit silly when you get 3 penalties in one match for handball, so I let my keeper take them
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I read somewhere here someone complaining that FIFA11's difficulty is frustrating rather than fun..it puzzles me because if you want realism than that's what you going to get. If I watch footie games on t.v I see frustration from players when it gets difficult to score rather than players expressing 'fun' on the pitch.
Heading is just heading, it's the same wherever on the pitch you are. Perhaps any difference lies in the way that crosses behave differently (faster, less predictable) to the kind of aerial balls you challenge for in midfield.TE]
Well yes, I think that's exactly what it is.
Professional is aimed at being balanced for your average gamer. Those like us who are more experienced at these games, who have gradually learned how to play and know more instinctively how best to react to certain situations, and have the practiced coordination to translate those thoughts more quickly into button presses and deft stick movements, obviously need a CPU opponent who can similarly decide and act more quickly.
The point is that, being the highest difficulty, Legendary takes that to the extreme, and that means finding different ways to win rather than relying on pure reactions. In return you do have your own advantage of being more inventive and less predictable than the AI.
Did you read what we wrote on the previous page about using ?
Rather harsh handball penalty given against me:
"c'mon ref is it my fault the attacker let me put my fist through his arse and out his stomach!"
From memory I think mine is set to 'Air Balls', 'Low'.
I've scored quite a high percentage of my goals in my Newcastle CM with headers, but then I do have Andy Carroll up front.
Yeah, I think I just suck at headers. For me I think it's more a matter of aim with manual crossing. I was fine until 360 movement was brought in but now a high percentage of my crosses go straight at the keeper or to the top of the penalty box - can't seem to pick out a player when I'd like or even hit the penalty spot.
Really want to improve this part of my game. Maybe it's time for a serious training session.
(Speaking of training, they really need to add this to CM so I can practice with my current team!)
That's called anticipation not cheating and that is percisely how to beat the CPU, by executing a move that is not anticipated. I'm sure you will have noticed many times when you did something unintentionally and it worked. For example you may have had two defenders closing down on the ball and you did nothing but continue on a straight path and yet no tackle was made! This happens, b/c the AI anticipates that you will do something, and upon doing nothing the AI is fooled and your through. Note that the anticipation is greatly exaggerated when your in the last third, and this is where you need trickery and confidence to take players on. If you always take the obvious pass or dribble you'll either lose the ball or get nowhere. Spend a few games doing counter intuitive things and watch how much space you create.About all the "CPU don't cheat" debate, I'm still awaiting for someone who can explain why cpu players suffer less from inertia and why they can turn quickier than a human player.
Either they let CPU players do turn quicker and without any kind of penalty (programmed cheating) or either they simply have nanosecond adjustments to turn, in wich case it plainly shows how badly programmed it's movement physiscs in general, because most of the turns done by the CPU are absolutely undoable by a human with a pad due to inertia and other forces kicking in, and even nanosecond adjustments SHOULDN'T override inertia or other forces, in fact it's quite the opposite, if you turn during a turn during a turn in reality, you're going to experiment opposite forces that will make you fall flat, look stupid or just slower.
Though everything seems to be a case of simply pathetic and lazy programming, there's always those stances in whic you see how cheap are the shortcuts that the programmers chose:
For example, I've seen instances in which I press but my player takes 1 second to do the pass due to his circumstances. But the CPU player that WILL intercept the pass starts to react to it and run to the point of intersection BEFORE the pass is executed. That simply shows how CPU is having exact information that shouldn't have in advance. The same happens with dribbling, there are times in which the cpu starts to react to a sliding tackle the moment I press the button, not when the actual animation of sliding begins.
It shouldn't be like that, CPU AI should react to things when they happen, not when the system triggers the events internally. It's as if I had onscreen warnings of where the cpu is going to pass or when they're going to slide tackle me. If a human had this information in advance in a match, we'll call it cheating. Thus, I call this CPU AI Cheats.
Just two cents about how "unfair" and basic and cheap AI is right now...
Once again, for those complaining of CPU "speed catch up" or CPU "less inertia" or CPU "super pass interception reaction times" please include a video for proof. Given how insanely easy it would be for you to at least include an EA Football World video straight from the game's instant replay, if these "cheats" are happening as frequently as some of you claim, it should be no bother to post a video for us all to see.
Once again, for those complaining of CPU "speed catch up" or CPU "less inertia" or CPU "super pass interception reaction times" please include a video for proof. Given how insanely easy it would be for you to at least include an EA Football World video straight from the game's instant replay, if these "cheats" are happening as frequently as some of you claim, it should be no bother to post a video for us all to see.
For while there are certainly issues with FIFA 12's AI, none of them involve "cheating" against the human... at least from my perspective.
That's called anticipation not cheating...
Like I said, I don't want to call this stuff cheating, because in truth we are bound by the saw laws of physics in FIFA as CPU players are (and I have several videos I'll be posting to show just this).
So again, the problem for me is in FIFA 11 defending is overpowered because of a combination of things, namely unrealistic off-the-ball movements (personally, I've had little issue with dribbling mechanics) and the AI's instantaneous reaction times. And again, this isn't just about playing against a difficult CPU defense, but also about making defending for me too easy as well.
That's called anticipation not cheating and that is percisely how to beat the CPU, by executing a move that is not anticipated. I'm sure you will have noticed many times when you did something unintentionally and it worked. For example you may have had two defenders closing down on the ball and you did nothing but continue on a straight path and yet no tackle was made! This happens, b/c the AI anticipates that you will do something, and upon doing nothing the AI is fooled and your through. Note that the anticipation is greatly exaggerated when your in the last third, and this is where you need trickery and confidence to take players on. If you always take the obvious pass or dribble you'll either lose the ball or get nowhere. Spend a few games doing counter intuitive things and watch how much space you create.
IMO you can easily call it cheating because as a human player you are never ever able to do the same. As a human player you have a natural response time and every cpu player should have the same. It is so easy.
You are fighting against opponents with non-human response time. They have an advantage, a huge advantage, and that is kind of cheating. They know what you are doing next in a non second. That is cheating. For me it is the perfect example for cheating. When i play a game and i can't do the same things like the CPU can do it is cheating. And as a human i'm not able to react this fast like the cpu do. It is just not possible for me.
http: // www.easports.com/media/play/video/41971994
Sure, I scored here, but 9/10 times, I'm getting knocked off the ball.
The two videos below highlight one instance where the CPU's unrealistic response time, combined with a lack of momentum in sharp turns, allows the defender to react in a way that a person in the real world never could. Now this isn't the best example because the CPU defender fails to take advantage of his quick response, but his movement - note the fullback's quick pivot - is still a decent example nonetheless. As I said, more examples to come. Honestly, to really see what's happening you probably will need to watch it in full screen.
So here's what's going on: my Valencia player in Blue (Fernandes?) receives the ball on the wing. The Stoke City defender cuts him off and at 0:04 I initiate a quick turn. In response, the Stoke City defender does an immediate pivot. In the real word, if that Stoke City defender attempted a quick pivot at the pace he's going at, he's going to go tumbling over, if not break an ankle.
YouTube - No Momentum valencia
Here's a closer look at the play, now in Slo-Mo. Notice how a) there is no indication of momentum and b) the defender is able to turn - pivot, really - and face a different direction immediately, and very, very unrealistically:
YouTube - Slo Mo No Momentum Valencia
Like I said, I don't want to call this stuff cheating, because in truth we are bound by the saw laws of physics in FIFA as CPU players are (and I have several videos I'll be posting to show just this).
So again, the problem for me is in FIFA 11 defending is overpowered because of a combination of things, namely unrealistic off-the-ball movements (personally, I've had little issue with dribbling mechanics) and the AI's instantaneous reaction times. And again, this isn't just about playing against a difficult CPU defense, but also about making defending for me too easy as well.
2)Why CPU can accelerate WHILE turning while I can't? Look at this:
http://www.ea.com/uk/football/videos/ugc/39414538
Well, hang on, I'm being slightly mis-quoted . I only said that the AI is not programmed with the ability to select when it is an opportune time to 'cheat'. It's difficult enough to code AI in the first place without then deliberately infusing it with some kind of devious soul.Also Drekkard, I completely disagree with your thinking the AI reacts to your button presses before they are actually executed on screen. I agree with Nerf, that this method of AI programming is infeasible for a myriad of reasons.
I think Drekkard is saying that the CPU responds the same millisecond that your button is pressed, rather than responding genuinely to the resulting action (between which there's potentially a short delay). I guess that's theoretically possible, but personally I'm not convinced it is the case, I suspect it's just the very quick reactions that could make it seem that way, imo. It's not something I've ever thought I'd seen.
That looked a good goal. I don't have the game in front of me at the moment, but I imagine that Gourcuff and Pique have similar speed overall, but Gourcuff will be slowed by dribbling (esp. with you sacrificing a faster straight line dribble to turn a bit to get into better scoring position), allowing Pique to recover some ground.
Still Gourcuff holds the advantage in positioning and keeps his body between the defender and ball and puts a nice finish on the ball. I don't see a problem.
If there was "cheating", I'd expect to see Pique make an unrealistic recovery or tackle to prevent Gourcuff from shooting. I didn't see either.
Thank you for the video though, if you get one that does show these things, please post it.
Not only is theorically possible, it's just how it's programmed. I know my part about programming to know how it's done and believe me, CPU AI does read what's happening directly from the engine, not guessing what's going to happen.
Now, doing an AI the tries to read the game and react to it it's something never seen in a sports game, it's brutally hard to code and would require several CPUs to process. I understand they can't do that, but please, don't make it that flagrant. I've had instances in which the CPU player, as I said, stopped marking someone to run to the exact point where a pass would go misdirected, BEFORE the pass is done. Contrary to what you say, this is MUCH easier to code, MUCH easier to process and it's how it's done currently. CPU simply KNOWS a pass is going to land in the XYZ coordinates and reacts, even if in the screen tha passing animation haven't started, because of contextual reasons.
This happens and shows how the CPU can access information that shouldn't have. The app uses the engine information in this exact same way to produce inverse kinematics, for example, so don't be so surprised they simply took this literally shortcut approach to make the AI more competent at "reading" the game.
Another proof of this is that CPU knows exactly where the ball is going to land everytime. They don't try to determine the trajectory of the ball frame by frame, they simply KNOW from start where the ball will go, they process the shortest way to the ball and make it happen. It's bloody simple to understand. If the CPU was "reacting" frame by frame" to the game, we would see CURVED runs to the ball, miscalculations of the trajectories or even players that don't take the shortest straight way to the ball. It never happens, though, because it works as I described. I hope I made it clear on how it works.
So, at least they should introduce some way to assure that the cpu don't react when there aren't visual proofs that something is happening. Even the best robot you can produce with a pad in his hands wouldn't have this information, it should react to what happens in the screen, not to the information that the app has internally.
Forget the word "cheat", I use it to describe this shortcuts, it has nothing to do with the game intentionally doing something. It's simply the cheap way they program the cpu. I wish they had at least half of the talent and genius of nba 2k series AI, that put Fifa to shame, and it has sliders to customize what you don't like. That's the way.
And about the example of video I put, I see nobody taking into consideration strides and foot planting. My striker does a first touch inside and the CPU turns and accelerate without making a single stride. I guess you don't give any importance to this... Have you ever seen your own player turn and accelerate without a single step? I guess you haven't...
I did.
9/10 out of ten he would've taken that ball. My point with the video (I was the one controlling Gourcuff btw) was how he covered that ground in a ridiculously short amount of time while I'm holding turbo to try and get away.
I wasn't trying to run that slowly and there's no way he goes from getting bumped off to being on my back before I can take the shot.
Anyone else wanna give the vid a look and see if you don't find a problem with the speed at which Pique covered that ground? Like I said, I got lucky this time. Normally I'm getting smashed off the ball.
I've watched the video again, and it appears to me that both players slow down at the very beginning... Gourcuff has to slow down to push Pique (that's just the way pushing works, can't push some one backwards if you are outrunning them) and then creates some separation over the next 10 yards or so on the dribble and then holds off Pique for the shot.
Considering that Gourcuff isn't a speedster and is dribbling the ball on a curved path, I don't think it's unrealistic that Pique eventually catches him, since he's running without the ball on a straight path to intercept.
If this had been Pique chasing down a speed merchant with full stamina, then yes, I would be suspicious of some possible speed boosting... but what I saw in your video wasn't egregious enough to certify "cheating" in my book.
I certainly welcome others impressions, but that is how I see it.
I didn't say that, but anyway... I don't doubt at all that the CPU knows the coordinates of where the ball is going to end up and responds according to that knowledge, I'd always assumed it would, I was only saying that I personally haven't noticed evidence of the CPU knowing that before the ball actually leaves the attacker's foot.Contrary to what you say, this is MUCH easier to code, MUCH easier to process and it's how it's done currently. CPU simply KNOWS a pass is going to land in the XYZ coordinates and reacts, even if in the screen tha passing animation haven't started, because of contextual reasons.
So no one still dares to explain how the CPU can turn and accelerate without taking any step?
Very nice goal. Would have been better had he put his laces through it, but a superbly controlled volley, nevertheless. Was that just a straight shot, or RT fine tuned?
We know some animations are not ideal too. But your video simply doens't show enough to make any significant observations, one way or another. Maybe if you can upload that video in slo-mo? Or some more examples?